topics for today task planning for non-player characters coping with player character interactions...
TRANSCRIPT
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?
Rich Gold’s Little Computer People: Sega 1985
Will Wright’s The Sims (2000), The Sims 2 (2004), and The Sims 3 (2009)
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?
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)
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
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
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
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”)
Summary
• Task modeling to enable weighting of activities and options
• Human interaction with characters related to activities and options
Preserving Narratives with Player Characters
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?
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
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
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
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
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
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
Accommodation example
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?