topics for today task planning for non-player characters coping with player character interactions...

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Topics for Today • Task planning for non-player characters • Coping with player character interactions and their effect on narrative • In Hamlet on the Holodeck, many issues related to character development and player’s interactions with characters/narratives were discussed – But how do we implement real solutions?

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Page 1: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

Topics for Today

• Task planning for non-player characters• Coping with player character interactions and

their effect on narrative

• In Hamlet on the Holodeck, many issues related to character development and player’s interactions with characters/narratives were discussed– But how do we implement real solutions?

Page 2: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

Rich Gold’s Little Computer People: Sega 1985

Page 3: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

Will Wright’s The Sims (2000), The Sims 2 (2004), and The Sims 3 (2009)

Page 4: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

Creating Characters

• How to design/develop the characters in interactive stories?

• Characters in games have routines and respond to triggers

• We want more depth, like in written scripts (e.g. books, tv, movies) but interactive

• What makes characters in traditional media believable?

Page 5: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

The Friends Engine

• Character-based storytelling– Story emerges from interaction among autonomous

characters• Planning– Hierarchical task network (HTN)

• Interaction?– Changes to the environment (objects in environment)– Talking to character (to give information, instructions,

advice)

Page 6: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

High-level design

• Original intent/design like audience yelling to actors

• Character actions driven by goal(s)– Goals can be achieved through alternative

sets/sequences of actions– Environmental features and other characters can

affect if a action is successful• Interleaving planning with execution and

opportunities for interaction

Page 7: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,
Page 8: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

Planning Engine

• Actions have weights attached describing their characteristics (sociability, rudeness)– Character traits use these weights when selecting

among alternative actions– Different characters would try different plans

• Total order HTN planning to reduce/remove task interaction– Tries to avoid the crazy wolf scenario where

character rapidly switches back and forth between two plans

Page 9: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,
Page 10: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,
Page 11: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

Interaction with World

• User as spectator– Can explore the space via invisible avatar

• Cannot interfere with characters directly• Can interact with objects in space– Can cause replanning by characters

• “Butterfly effect”– Inconsequential changes can cause narrative

changes indirectly

Page 12: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,
Page 13: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

Communication with Characters

• Natural language intervention• Templates for– Instructions (“talk to Pheobe”)– Information (“the diary is in the living room”)– Advice (“be nice to Pheobe”)

• Heuristics to differentiate types of advice and instructions– Negative statements tend to be generic advice (“don’t be

rude”)– Positive statements are more likely to be instructions (“talk

to Monica”)

Page 14: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,
Page 15: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,
Page 16: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

Summary

• Task modeling to enable weighting of activities and options

• Human interaction with characters related to activities and options

Page 17: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

Preserving Narratives with Player Characters

Page 18: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,
Page 19: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

User as Character

• Interactive Narrative-Oriented Systems– Users interact with animated agents in virtual

world• User’s actions can affect narrative– User has partial knowledge of narrative– Must manage actions to ensure story continues

• How to identify problems and their resolution?

Page 20: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

Control and Coherence

• Competing goals• Control– Increases engagement– Not interactive without some control

• Coherence – Scenes and actions should relate to the overall

story– User actions can alter/break the story

Page 21: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

Mimesis Planning and Architecture

• Hierarchical partial-order planner– Requires representation of all actions possible by

all characters (including user)• Causal links– Connects plan steps with condition

Page 22: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

Monitoring User Activity

• User activity must be evaluated with respect to the planned narrative

• Constituent to the plan– Matches some action in the plan

• Consistent with the plan– Not part of but does not interfere with plan

• Exceptional to the plan– Interferes with plan

• System must recognize exceptions and respond

Page 23: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

Responding to Exceptions

• Accommodation– Let the user’s action stand– Replan to keep narrative

• Example: user does not go to planned location– Response: find an appropriate alternative location

• Example: user discards weapon– Response: non-player character finds weapon or a

different weapon is chosen• Accommodation may not always be possible

Page 24: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

Intervention

• Replace user action with a failure mode instance of the action

• Example of coin and vending machine– Broken machine– Could have created second coin …

• Mimesis constructs table with all possible exceptions and mediation policy– Only possible because of having representation of

all possible user actions

Page 25: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

Run-Time Management

• Execution Manager receives plan and table of mediation policies

• Non-player characters go about initial plan• System waits for user to begin their

constituent actions and watches for exceptions

Page 26: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,
Page 27: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

Accommodation example

Page 28: Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,

Questions

• Consider yourself as user. How would you react to such intervention? What would your reaction depend on?

• How does this compare to what you would expect in the imagined holodeck?