automatic customization of non-player characters using players temperament kyle li

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Automatic Customization of Non- Automatic Customization of Non- Player Player Characters Using Players Characters Using Players Temperament Temperament Kyle Li Kyle Li

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Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li. REFERENCE. Automatic Customization of Non-Player Characters Using Players Temperament Hector G´omez-Gauch´ıa and Federico Peinado Depto. Ingenier´ıa del Software e Inteligencia Artificial - PowerPoint PPT Presentation

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Page 1: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

Automatic Customization of Non-PlayerAutomatic Customization of Non-Player

Characters Using Players TemperamentCharacters Using Players Temperament

Kyle LiKyle Li

Page 2: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

REFERENCEREFERENCE

Automatic Customization of Automatic Customization of Non-Player Characters Using Non-Player Characters Using

Players TemperamentPlayers Temperament

Hector G´omez-Gauch´ıa and Federico PeinadoHector G´omez-Gauch´ıa and Federico Peinado

Depto. Ingenier´ıa del Software e Depto. Ingenier´ıa del Software e

Inteligencia ArtificialInteligencia Artificial

Universidad Complutense de Madrid, SpainUniversidad Complutense de Madrid, Spain

Page 3: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

TABLE OF CONTENTTABLE OF CONTENT

INTRODUCING GAME CUSTOMIZATIONINTRODUCING GAME CUSTOMIZATION

SOME CONCEPTSSOME CONCEPTS

THE MODELTHE MODEL

CONCLUSIONSCONCLUSIONS

Page 4: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

INTRODUCING GAME CUSTOMIZATIONINTRODUCING GAME CUSTOMIZATION

Page 5: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

WHAT IS A VIDEO GAME?WHAT IS A VIDEO GAME?

the goal of video games is evoking the goal of video games is evoking emotion in the playeremotion in the playerit is well known that each player is it is well known that each player is emotionally affected in a particular wayemotionally affected in a particular way

Page 6: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

NPCNPC

characters of the game which are characters of the game which are controlled by the system, able to interact controlled by the system, able to interact

with the player’s avatar interchanging items with the player’s avatar interchanging items and informationand information

Page 7: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

CURRENT APPROACHCURRENT APPROACH

more related to the automatic adjustment more related to the automatic adjustment of the difficulty level of action or strategy of the difficulty level of action or strategy games – Max Paynegames – Max Paynewe focus on Role-Playing Games we focus on Role-Playing Games (RPGs), characterized by strong emphasis (RPGs), characterized by strong emphasis on social interaction with NPCson social interaction with NPCs

Page 8: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

CUSTOMIZING NPCsCUSTOMIZING NPCs

appearance e.g. race, clothes, ...appearance e.g. race, clothes, ...abilities e.g. AI, ...abilities e.g. AI, ...animation e.g. way of walking, animation e.g. way of walking, standing...standing...interaction e.g. content of speaking,...interaction e.g. content of speaking,...environment e.g. weather, ambient environment e.g. weather, ambient light, ...light, ...

Page 9: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

NEVER WINTER NIGHTSNEVER WINTER NIGHTS

Servant: Welcome home, sir. [Repeating fast worship movements]Servant: Welcome home, sir. [Repeating fast worship movements]

Drax: Hum, I feel so tired... Please, servant, prepare the bath.Drax: Hum, I feel so tired... Please, servant, prepare the bath.

Servant: Immediately, sir. [Running to the bathroom].Servant: Immediately, sir. [Running to the bathroom].

Page 10: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

WHY CUSTOMIZE IT?WHY CUSTOMIZE IT?

probably it is not the most appropriated probably it is not the most appropriated animation from the point of view of a player animation from the point of view of a player with a serious temperamentwith a serious temperamentcould be considered even offensive by could be considered even offensive by some cultures or religionssome cultures or religions

Page 11: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

SOME CONCEPTSSOME CONCEPTS

Page 12: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

WHAT IS TEMPERAMENT?WHAT IS TEMPERAMENT?Temperament is defined as the part of the Temperament is defined as the part of the personality which is genetically basedpersonality which is genetically basedRegularityRegularityIntensityIntensityDistractibilityDistractibilitySensitivitySensitivityActivityActivityInitial reactionInitial reactionAdaptabilityAdaptabilityMoodMoodPersistence & Attention SpanPersistence & Attention Span............

WikipediaWikipedia

Page 13: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

DAVID KEIRSEY's THEORYDAVID KEIRSEY's THEORY

four basic temperaments: four basic temperaments: Artisan, Guardian, Idealist and RationalArtisan, Guardian, Idealist and Rationaleach person has a unique proportional combination each person has a unique proportional combination of the four of the four normally one of the temperaments is predominantnormally one of the temperaments is predominante.g. Artisan 10%, Guardian 10%, Idealist 30% and e.g. Artisan 10%, Guardian 10%, Idealist 30% and Rational 50%.Rational 50%.widely applied in psychologywidely applied in psychologyfor interview job candidatesfor interview job candidates

Page 14: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

REASON ABOUT REASON ABOUT TEMPERAMENTTEMPERAMENT

CASE BASED REASONING(CBR) + CASE BASED REASONING(CBR) + ONTOLOGIESONTOLOGIES

Page 15: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

ONTOLOGIESONTOLOGIESan ontology is a representation of a set of an ontology is a representation of a set of concepts within a domain and the concepts within a domain and the relationships between those concepts. relationships between those concepts. It is used to reason about the properties It is used to reason about the properties of that domain, and may be used to define of that domain, and may be used to define the domainthe domain

WikipediaWikipedia

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TEMPERAMENT TEMPERAMENT ONTOLOGIESONTOLOGIES

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VARIATION ONTOLOGIESVARIATION ONTOLOGIES

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CASE BASED REASONINGCASE BASED REASONING

Case-based reasoning (CBR), is the Case-based reasoning (CBR), is the process of solving new problems based on process of solving new problems based on

the solutions of similar past problemsthe solutions of similar past problems

WikipediaWikipedia

Page 19: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

CASE BASED REASONINGCASE BASED REASONING

an auto mechanic who fixes an engine an auto mechanic who fixes an engine by recalling another car that exhibited by recalling another car that exhibited similar symptomssimilar symptoms

a lawyer who advocates a particular a lawyer who advocates a particular outcome in a trial based on legal outcome in a trial based on legal precedents or a judge who creates case precedents or a judge who creates case lawlaw

Page 20: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

CBR IN OUR DOMAINCBR IN OUR DOMAIN

CASES are all the assertions we made in CASES are all the assertions we made in the customization domainthe customization domain

e.g. “a polite NPC withe.g. “a polite NPC with

slow movements makes you feel calm”slow movements makes you feel calm”

Page 21: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

THE MODELTHE MODEL

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AUTOMATIC NPC AUTOMATIC NPC CUSTOMIZATION MODELCUSTOMIZATION MODEL

Page 23: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

THE CUSTOMIZATION THE CUSTOMIZATION PROCESSPROCESS

Keirsey’s questionnaire gives us the following Keirsey’s questionnaire gives us the following player temperament proportions: player temperament proportions:

Artisan 10%, Guardian 10%, Idealist 30% and Artisan 10%, Guardian 10%, Idealist 30% and Rational 50%Rational 50%

The reasoning cycle retrieves the most similar The reasoning cycle retrieves the most similar case case

e.g. Artisan 10%, Guardian 30%, Idealist 30% e.g. Artisan 10%, Guardian 30%, Idealist 30% and Rational 30%and Rational 30%

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THE CUSTOMIZATION THE CUSTOMIZATION PROCESSPROCESS

measure the similarity between cases by:measure the similarity between cases by:

Page 25: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

THE CUSTOMIZATION THE CUSTOMIZATION PROCESSPROCESS

adapt the retrieved case e.g. Artisan stays adapt the retrieved case e.g. Artisan stays unmodified, make Guardian decreasing unmodified, make Guardian decreasing 20%, make Rational increasing 20% and 20%, make Rational increasing 20% and let Idealist without modificationslet Idealist without modifications

e.g. to make the retrieved case 20% more e.g. to make the retrieved case 20% more Rational we calculate that proportion in the Rational we calculate that proportion in the list and we choose the element which list and we choose the element which occupies the position corresponding to the occupies the position corresponding to the obtained proportionobtained proportion

Page 26: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

THE CUSTOMIZATION THE CUSTOMIZATION PROCESSPROCESS

execute the modified variationsexecute the modified variations

e.g. direct commands or embedded scripts e.g. direct commands or embedded scripts

get the feedback of the player after the get the feedback of the player after the game session to remember the useful game session to remember the useful cases to be reused in further iterationscases to be reused in further iterations

Page 27: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

THE RESULTSTHE RESULTS

Servant: Welcome to the castle, sir! Everybody has heard about your Servant: Welcome to the castle, sir! Everybody has heard about your courage in the battlefield.courage in the battlefield.

Drax: I am tired because of the battle, servant. Prepare my bath.Drax: I am tired because of the battle, servant. Prepare my bath.

Servant: At your command, my lord. [Saluting him] A perfumed bath is Servant: At your command, my lord. [Saluting him] A perfumed bath is ready for you.ready for you.

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CONCLUSIONSCONCLUSIONS

Page 29: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

LIMITATIONSLIMITATIONS

an out-of-game questionnaire is an out-of-game questionnaire is annoyingannoying

to construct the case base is time to construct the case base is time consumingconsuming

Page 30: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

EXTENSIONSEXTENSIONS

customizing whole groups of characters customizing whole groups of characters as families, troops, or even the whole cast as families, troops, or even the whole cast of the game is also possibleof the game is also possiblethe customization is independent of the the customization is independent of the game domain and genregame domain and genreidentify dynamically values (e.g. player identify dynamically values (e.g. player emotions) according to the actions of the emotions) according to the actions of the avatar using specific heuristicsavatar using specific heuristics

Page 31: Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

THANK YOUTHANK YOU

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