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This project delves into the innovative design of an AI-driven hide-and-seek game featuring a babysitter and baby characters. By applying the MDA (Mechanics, Dynamics, Aesthetics) framework, we evaluate the interactions between player and AI. We explore the concept of "fun" from multiple perspectives, examining what makes gameplay with an AI babysitter engaging. Through prototyping and discussion, we investigate various hiding behaviors, obstacle detection, and player experience shifts to enhance gameplay dynamics and ultimately create a richer gaming environment.
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Book Learnin’ • University of Chicago • BA in General Studies • Masters work in AI & Information Systems • Northwestern University • PhD work in AI: Robotics & Video Games
Street Smarts • Game Design and Tuning Workshop • Indie Game Jam/Experimental Gameplay Workshop • IGDA Education Committee • Currently: Lead Designer: MySims
The Designer-Player Relationship Creates Consumes Game Designer Player
The Designer-Player Relationship Creates Consumes Game AI Player
Rules System Behavior “Fun” A Formal Model of“Game Consumption”
Mechanics Dynamics Aesthetics The MDA Framework
Our Task • Hide-and-seek game • CMU: “Woggles” • Tag the T
Our Task • Hide-and-seek game • Can be played from both perspectives • the babysitter • and the child • Simple, 3 room environment
Avatar: Babysitter • Moves • Speaks • Extra Moves? Why?
1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as drama 4. Challenge Game as obstacle course 5. Fellowship Game as social framework 6. Discovery Game as uncharted territory 7. Expression Game as self-discovery 8. Submission Game as pastime Eight Kinds of "Fun"
The Dynamics of Hide and Seek excitement exhaustion
The Babysitter • What kinds of fun? • What kinds of AI?
Technical Details • Waypoints? • Obstacle detection? • Cover points?
Seek! • Brainstorm: 5 behaviors • Babysitter (NPC) • Baby (PC) • Prototype/Play/Discuss • Goal: Clearly understand mechanics, dynamics, aesthetics of this design
Results? • What makes playing with the babysitter fun?
New Constraints • Player = babysitter • What kinds of fun? • What kinds of baby AI?
AI : Baby • Reconsider: • Hiding behaviors
AI : Baby • Reconsider: • Hiding behaviors • “Tells”
AI : Baby • Reconsider: • Hiding behaviors • “Tells” • Group goals?
AI : Baby • Reconsider: • Hiding behaviors • “Tells” • Group goals? • Pacing and Flow
Seek! • Brainstorm: What changes? • Babysitter (PC) • Baby (NPC) • Prototype/Play/Discuss • How has the player experience changed?
Hunter vs. Hunted • What makes playing with the babies fun?
Baby AI • Advanced abilities and moves?
Technical Details • Waypoints? • Obstacle detection? • Cover points?
Technical Details • Waypoints? • Obstacle detection? • Cover points? • World view?
Technical Details • Waypoints? • Obstacle detection? • Cover points? • World view? • Competition?
But Wait – There’s More!! • Full-blown simulation of tag • Multiple Babies • “Real Strategic Gameplay” • Showcase character AI.
Baby AI • What does it look like NOW?
Reality is Expensive • Can’t do it all by hand! • Consider “style” or “personality” • Easier to recognize/predict • Different targets require different skills • This means more granularity – more complex representation.
Fidelity • Hiding • How much cover is the fern...as opposed to the closet or under the table? • Do AIs perceive others and plan around them? • Do they track the babysitter? • What if they can turn on and off lights?
Scale • Did your design scale when player character changed? • Does it scale when the aesthetic itself changes? • Is it still fun • To desgin • To play