reading course - realistic psychosocial behaviour in non player characters

Upload: cdbailey123

Post on 03-Apr-2018

219 views

Category:

Documents


0 download

TRANSCRIPT

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    1/44

    Realistic Psychosocial Behaviour

    in Non Player Characters

    Reading Course by Christine Bailey

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    2/44

    Overview NPC psychology

    Typical NPC control architectures Social Science

    Relevant social computing research

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    3/44

    NPC Psychology Cognition

    Thinking

    Emotion

    The sum of past events

    Many many different models possible

    Categorical vs. dimensional

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    4/44

    Typical NPC Control Actors vs. Agents

    The usual suspectsactor control

    General agent architectures

    Specialized agent architectures

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    5/44

    Actors or Agents? Actors

    Not autonomous

    Actions are scripted/hard-coded Actors are directed

    Agents

    Autonomous

    Not hardcoded Not rigidly directed

    Some NPCs can be both via switching

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    6/44

    NPC Control in Games - Actors Usually:

    FSMs (i.e. for state of mind)

    Scripting for behaviour

    All states and transitions must be defined a

    priori

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    7/44

    Agent Architectures Reactive/Reflex

    Triggering

    Internal stateself-awareness & memory

    Goal-based

    Preferred states

    Goal importance: First-come, first-served

    Also, no plan preference

    Utility-based

    Utility-value on goals, plans

    Anytime

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    8/44

    Agent Architectures All of these have cognition

    Only utility-based has emotion (non-

    arbitrary plan-selection)

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    9/44

    Emotion as decision-making According to Damasios studies of people

    with brain damage:

    If cognition and emotion are separated,

    decision-making cannot occur in a non-

    arbitrary fashion

    Cognition=plan-generation Emotion=plan-selection (non-arbitrary)

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    10/44

    Specialized Agent Architectures Soar

    H-CogAff

    EXCALIBUR

    being-in-the-world

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    11/44

    Soar Utility-based

    Some components:

    Learning, knowledge, goals

    Preference list

    So, this is an architecture that considersemotion

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    12/44

    H-CogAff Anytime-based

    Several layers:

    Reactive (quick responses)

    Deliberative (goal-based)

    Meta-management (learning)

    Also: Personality module

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    13/44

    EXCALIBUR Anytime-based

    Concerns:

    Incomplete knowledge planning

    Resource needs

    Temporal scheduling

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    14/44

    being-in-the-world Hybrid architecture

    Real-time coping

    Perception & Reaction

    Knowledge base

    Plans -> actions

    Reasoning

    Plan generation

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    15/44

    Specialized Agent Architectures One of the architectures has emotion (Soar)

    One even has personality (HCogAff)

    But none of these architectures really

    consider social systems

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    16/44

    Social Science NPCs should consider social stimuli as

    well as physical stimuli when making

    decisions

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    17/44

    An overview of the social stuff Attitudes:

    Faking it with reputation systems

    Remembered interaction histories

    Change of attitude

    Group influences:

    The flow of opinion

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    18/44

    An overview of the social stuff Social roles, world view, etc.:

    A high level architecture for believable social

    agents

    An attempt to integrate mood, personality,

    & social networks:

    Realistic Reaction System

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    19/44

    Gimme some attitude Faking it with reputation systems

    Remembered interaction histories

    Change of attitude

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    20/44

    Reputation Systems i.e.Fable, Thief: Deadly Shadows, Ultima

    Online,

    NPC opinions of player

    No opinions about other NPCs

    No individual opinions (sometimes groups) Immediate and global

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    21/44

    Reputation Systems Note that this is only faking a social

    system

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    22/44

    Remembered Interaction

    Histories Tomlinson & Blumberg (2002)

    Every new interaction with a stimulus

    changes the way we feel about that

    stimulus

    So says Damasios Somatic Marker

    Hypothesis

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    23/44

    Remembered Interaction

    Histories Key elements

    Current emotional state

    Current object of interest

    Emotional memory (per object)

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    24/44

    Remembered Interaction

    Histories Each new interaction, current emotional

    state changes:

    NPCs current emotional state

    Remembered emotional memory

    On interaction end, remembered emotional

    history is updated:

    Factor in the emotional state during

    interaction

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    25/44

    Attitude Change Prendinger & Ishizuka (2002)

    Attitude: a disposition to like/dislike

    something (or someone, or some place, )

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    26/44

    Attitude Change Attitude affected by:

    Previous attitude

    Weight of emotional events

    Recency of emotional events

    Current events

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    27/44

    Events that conflict with previous

    attitude? Momentary vs. Essential like/dislike

    Momentaryevent is integrated with

    previous attitude

    Essentialevent replaces previous attitude

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    28/44

    The influence of the group Opinion flow

    Peoples opinions are not static they may

    change depending on new events, peer

    opinions, etc.

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    29/44

    Opinion flow as flock Cole (2006)

    Combines:

    Social Network Analysis

    Boids algorithm

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    30/44

    Social Network Analysis (SNA) Nodes

    Ties

    Hubs

    Nodes w/ high number of ties

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    31/44

    Attack of the Boids The Boids algorithm

    Alignment (steer towards avg. heading)

    Cohesion (move to avg. position)

    Separation (avoid crowding)

    Field of vision

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    32/44

    Opinion flow as a flock Alignmentsteer opinion towards avg.

    group opinion

    Cohesionsteer opinion towards avg.

    opinion of people of respect

    Separationsteer opinion away from avg.

    opinion of people of contempt

    Field of visiontie connectivity score

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    33/44

    Cool, dynamic changes of

    opinion In real life, people groups change their

    opinions

    i.e. groupthink, conformity,

    Most simulated environments: everyone

    has static opinions/beliefs

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    34/44

    Social roles, world view, etc. A high level architecture for believable

    social agents

    Social roles, social roles, social roles!

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    35/44

    A high level architecture for

    believable social agents Guye-Vuilleme & Thalmann (2001)

    Social roles:

    A coherent set of standard behaviours (plans)

    Multiple exist in single individual

    Are a way of adapting to a situation

    Can inherit from other social roles (i.e. woman,

    mother)

    Are associated with other social roles (i.e. mother,

    father)

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    36/44

    A high level architecture for

    believable social agents Role switching through activation energy

    Role activation energy associated with:

    Initial role weight

    Locations

    Times

    Locality to associated roles (i.e.mother/father)

    Role energy can also be inhibited

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    37/44

    A high level architecture for

    believable social agents Values

    pursuit of an ideal abstract state (because I

    am honest.) A classifying criteria (because hes a

    crook.)

    Action-selection based on being right, not

    being successful

    World viewvia own interests, integratedvalues, norm-based behaviour

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    38/44

    A high level architecture for

    believable social agents Cognitive module

    Active role?

    Belief generation

    Social reasoner

    selects behaviour by weighing beliefs/values

    Type identifiers

    Inference engine, world view

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    39/44

    Integrating psychology and social

    networks The Realistic Reaction System

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    40/44

    The Realistic Reaction System

    (RRS) Gruenwoldt, Katchabaw, & Danton (2005)

    Integration of:

    Personality

    Mood

    Social relationships

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    41/44

    The RRS Elements:

    AI Controller

    Personality/Mood Filter

    Relationship Network

    Relationship Manager

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    42/44

    The RRS Social ties have:

    Type

    History

    Regularity

    Strength

    Polarity

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    43/44

    Summary NPC Psychology

    Cognition & Emotions

    NPC control Actors, Agents,

    Social Science

    Relevant social computing research Attitudes, group influences, social roles, world view,

    etc., integrating mood, personality, & social networks

  • 7/28/2019 Reading Course - Realistic Psychosocial Behaviour in Non Player Characters

    44/44

    The End Questions?