Automatic Customization of NonPlayer Characters Using Players Temperament
- Slides: 31
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 Universidad Complutense de Madrid, Spain
TABLE OF CONTENT l. INTRODUCING l. SOME l. THE GAME CUSTOMIZATION CONCEPTS MODEL l. CONCLUSIONS
INTRODUCING GAME CUSTOMIZATION
WHAT IS A VIDEO GAME? lthe goal of video games is evoking emotion in the player lit is well known that each player is emotionally affected in a particular way
NPC characters of the game which are controlled by the system, able to interact with the player’s avatar interchanging items and information
CURRENT APPROACH lmore related to the automatic adjustment of the difficulty level of action or strategy games – Max Payne lwe focus on Role-Playing Games (RPGs), characterized by strong emphasis on social interaction with NPCs
CUSTOMIZING NPCs lappearance e. g. race, clothes, . . . labilities e. g. AI, . . . lanimation e. g. way of walking, standing. . . linteraction e. g. content of speaking, . . . lenvironment e. g. weather, ambient light, . . .
NEVER WINTER NIGHTS Servant: Welcome home, sir. [Repeating fast worship movements] Drax: Hum, I feel so tired. . . Please, servant, prepare the bath. Servant: Immediately, sir. [Running to the bathroom].
WHY CUSTOMIZE IT? lprobably it is not the most appropriated animation from the point of view of a player with a serious temperament lcould be considered even offensive by some cultures or religions
SOME CONCEPTS
WHAT IS TEMPERAMENT? l. Temperament is defined as the part of the personality which is genetically based l. Regularity l. Intensity l. Distractibility l. Sensitivity l. Activity l. Initial reaction l. Adaptability l. Mood l. Persistence & Attention Span l. . . Wikipedia
DAVID KEIRSEY's THEORY four basic temperaments: l. Artisan, Guardian, Idealist and Rational leach person has a unique proportional combination of the four lnormally one of the temperaments is predominant le. g. Artisan 10%, Guardian 10%, Idealist 30% and Rational 50%. lwidely applied in psychology lfor interview job candidates l
REASON ABOUT TEMPERAMENT CASE BASED REASONING(CBR) + ONTOLOGIES
ONTOLOGIES lan ontology is a representation of a set of concepts within a domain and the relationships between those concepts. l. It is used to reason about the properties of that domain, and may be used to define the domain Wikipedia
TEMPERAMENT ONTOLOGIES
VARIATION ONTOLOGIES
CASE BASED REASONING Case-based reasoning (CBR), is the process of solving new problems based on the solutions of similar past problems Wikipedia
CASE BASED REASONING an auto mechanic who fixes an engine by recalling another car that exhibited similar symptoms a lawyer who advocates a particular outcome in a trial based on legal precedents or a judge who creates case law
CBR IN OUR DOMAIN CASES are all the assertions we made in the customization domain e. g. “a polite NPC with slow movements makes you feel calm”
THE MODEL
AUTOMATIC NPC CUSTOMIZATION MODEL
THE CUSTOMIZATION PROCESS l. Keirsey’s questionnaire gives us the following player temperament proportions: Artisan 10%, Guardian 10%, Idealist 30% and Rational 50% l. The reasoning cycle retrieves the most similar case e. g. Artisan 10%, Guardian 30%, Idealist 30% and Rational 30%
THE CUSTOMIZATION PROCESS lmeasure the similarity between cases by:
THE CUSTOMIZATION PROCESS adapt the retrieved case e. g. Artisan stays unmodified, make Guardian decreasing 20%, make Rational increasing 20% and let Idealist without modifications e. g. to make the retrieved case 20% more Rational we calculate that proportion in the list and we choose the element which occupies the position corresponding to the obtained proportion l
THE CUSTOMIZATION PROCESS lexecute the modified variations e. g. direct commands or embedded scripts lget the feedback of the player after the game session to remember the useful cases to be reused in further iterations
THE RESULTS Servant: Welcome to the castle, sir! Everybody has heard about your courage in the battlefield. Drax: I am tired because of the battle, servant. Prepare my bath. Servant: At your command, my lord. [Saluting him] A perfumed bath
CONCLUSIONS
LIMITATIONS lan out-of-game questionnaire is annoying lto construct the case base is time consuming
EXTENSIONS lcustomizing whole groups of characters as families, troops, or even the whole cast of the game is also possible lthe customization is independent of the game domain and genre lidentify dynamically values (e. g. player emotions) according to the actions of the avatar using specific heuristics
THANK YOU ?
- Vendor payment in pfms
- Automatic rain sensing wiper using arduino
- Project file management ansys
- Agile product development for mass customization
- Breadcrumb
- Activant prophet 21
- Yale workday
- Adidas mass customization
- Customization tool
- What is layout decision
- Temperament ap psychology
- Relatia dintre temperament si aptitudini
- Platypus temperament
- Melancholik sangwinik
- Melancholik
- Sangvinik charakteristika
- Resilient temperament meaning
- Temperament ap psychology
- Pyknik astenik
- Vlastnosti sportovce
- Temperament
- Thomas and chess temperament
- Temperament osobnosti
- Temperament wladik
- Premorbid temperament
- Temperament trudny
- Hippokrates temperament
- Involves individual differences in behavioral styles
- Temperamentul si caracterul
- Melancholik cechy
- Temperament
- Dział mechaniki klasycznej