computer game – case study 1

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Computer Game – Case Study 1. SNU EE 오종환. "This is the future of videogames." The New York Times Arts Section, June 7, 2005 "Facade takes character to a new depth... trying to push the boundaries of both gaming and AI" Newsweek, Oct. 17,2005, and Oct. 3, 2005 int'l edition - PowerPoint PPT Presentation

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Computer Game – Case Study 1SNU EE 오종환

"This is the future of videogames."The New York Times Arts Section, June 7, 2005

"Facade takes character to a new depth...trying to push the boundaries of both gaming and

AI"Newsweek, Oct. 17,2005, and Oct. 3, 2005 int'l edition

"A genre-defining leap forward in artificial intelligence"The Boston Phoenix, July 2005

"a bold move forward in portrayingthe emotional lives of digital characters"

Edge Magazine (UK), Internet Game of the Month, October 2005

OverviewDeveloper Procedural Arts

Designers Michael Mateas, Andrew Stern

Platform(s) PC, Macintosh

Release date(s) 5 July 2005

Genre(s) Interactive Drama, Interac-tive Fiction

Mode(s) Single player

Media Digital distribution, CD-ROM

System requirementsWindows XP, 2000 or ME, 1.6GHz or higher, 1.0GB hdd, 256MB memory; Mac OS X v10.3 or higher, 2.5GH G4 or G5, 210MB Disk Space, 512MB memory

Technics

• Natural language processing• simulation of human interaction• Flat-shaded 3D Graphics• Artificial intelligence routines• Fully procedural facial expressions.

Implemented in C++ using OpenGL.

Interactive storytelling

• Interactive storytelling is a form of computer entertainment in which players take on the role of a protagonist in a dramatic storyline. The term was coined by Chris Crawford, a main proponent and developer.

• Interactive storytelling and interactive fiction are distinct in that interactive storytelling focuses on drama and dynamic circumstances, whereas in-teractive fiction traditionally (but not necessarily) focuses on puzzle-solving and navigating through pre-conceived circumstances. Well-written exam-ples of both should be nonlinear.

Game play

• Conversation–스토리를 이어나가는 가장 중요한 요소– Characters: sound / player: typing

• Move– Arrow keys

• Actions–Mouse click–물건집기 , 버튼누르기– Kiss, Hug, Comfort

Characters

• 대학 졸업 후 결혼한 10 년차 부부• 다양한 갈등요소가 존재• Trip

– Cocktail 만들기를 좋아함– 자신의 과거를 부끄러워함– Business trip 을 자주 다님

• Grace– 아버지에 대한 불만– Artist 가 되고 싶었지만 광고 회사에서 일함

• Player– 둘의 오랜 친구– 남 / 여 선택

Story

• Random 요소 존재–시작할 때의 대화 , 걸려오는 전화

• 특정 keyword 존재– Drink, marriage, divorce, parents, etc.

• 진행에 방해가 되는 요소 제거–특정 단어 filtering–상황에 맞지 않는 행동

ASHLEY or therapy?

TRIP Why? 

ASHLEY therapy. 

TRIP Ah! 

GRACE Th -- uhh... therapy?  uhh... you think we need therapy? 

TRIP Huh! 

ASHLEY yes 

GRACE Yes? 

TRIP Ah, thank you, just saying that helps us... 

TRIP You think I'm a phony for despising my upbringing...

GRACE But at least you had a real upbring-ing, it's me who had a fake one...

GRACE Anyhow, Trip's parents... They're sweet people, really down to earth -- 

TRIP Uhh, no, they're ignorant, they wouldn't know what a cumberbund from a cucumber. 

TRIP I've been having an affair.

GRACE Oh my God.

TRIP It's over now, though.

GRACE But how could you -- TRIP (big sigh) with the client, in, uh, Barcelona.

GRACE Maria.

TRIP I was lonely, Grace.

TRIP But, but, I -- I regret it, I really, really re-gret it.

Endings

• 집에서 쫓겨남• 이혼을 작정하고 한 사람이 밖으로 나감• 서로 화해함

• More than endings..

Interactive Storytelling

• Dynamic Narrative• Limited Options• Not real-time

< 역전재판 >, 2001, CAPCOM

Chatterbot

• No Narratives• No endings • Real-time response• Various options

맥스 , 1994 A.L.I.C.E 2004

Epilogue

• Incomplete recognition– Yes or no questions– Keyword

• Technical problems– OS support, Freezings, etc.

• Language

• 발전 가능성– Voice recognition– The project “PARTY”

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