Title: Creating Emergent Gameplay with Autonomous Agents
1Creating Emergent Gameplay with Autonomous Agents
Borut Pfeifer
2Disclaimers and other Miscellaneous Warnings
- Not an AI programming talk...
- Not entirely a game design talk, either.
- Me
- Radical, 2003
- White Knuckle Games 2001-3
- 2 articles in Game Programming Gems 4 (one on DDA)
3What the hell is Emergent Gameplay?
- Not emergent behavior or AI.
- A large amount of gameplay experiences from a
much smaller set of interconnected game rules. - Examples...
4Chess
- 6 pieces, almost infinite gameplay scenarios.
5Grand Theft Auto
- Rules allow the player to explore the world and
accomplish set gameplay goals in many ways.
GTAVice City Rockstar North Rockstar Games
6HALO Combat Evolved
- Linear experience, but emergent gameplay allows
for dynamic situations and replayability.
HALO Bungie Microsoft
7So what?
- Emergent gameplay has advantages (but not the
only style of gameplay) - Less scripted play, more replayability.
- More reuse of resources (no such thing as mission
specific gameplay or assets). - How can we build AI to enhance this style of
gameplay? - What are the design issues involved?
8Perspectives/Schema of Agent Behavior
- Agent Behavior as Opponent
- AI needs to be as smart as possible to beat the
player. - AI's main purpose is to provide challenge
player wins the game by beating the AI. - Hardcore FPS AI
- Chess programs (agent behavior isn't what
encourages emergent gameplay). - Not as valid for emergent gameplay player wins
the game or has fun by other means.
9Perspectives/Schema of Agent Behavior
- Agent Behavior as Game Rule
- Game goals achieved by strategic application of
rules. - Not because theyre stupid (limited senses,
lack of context sensitive behavior). - HALO Elites are tough in melee, sneak around
them. - GTA Avoid cops as you try to achieve ancillary
goal - Emergent gameplay once player learns one rule,
he/she can apply the same rule to new contexts. - Agent behavior needs to be learned by the player
10Perspectives/Schema of Agent Behavior
- Agent Behavior as Interface
- Player manipulates AI to achieve game goals
- (like the controller interface, but at a higher
level). - Understanding user's conceptual model
- visibility, mappings, feedback
- affordances - tough guys look tough
- constraints/forcing functions ex. force player
to move by getting more accurate the longer they
stand still.
11Designing Agents For Emergent Gameplay
- Orthogonal behavior
- Combined behaviors expands gameplay possibility
space (chain reactions). - Allows for a variety of player strategies.
- Teaching Behavior
- Player must understand agent behavior to learn
gameplay rules to apply them to new situations. - Agent's Sense Think Do cycle relates to
player's own Sense - Think Do cycle. - Player needs know the causes of behaviors
(reactive). - Behavior Archetypes - Groups of agents that
share, and appear to share, behavior - helps
player learn.
12Sense Sensory Modeling
- Modeling an agents senses -gt game rules
- Problems with conflicts (different sense having
different priorities under different
circumstances). - Often sacrifice realism for gameplay (stealth
games). - Biggest area to develop for emergent gameplay AI
- agents need to be able to handle more context
(react to more things, and remember more things).
13Think Decision making
- The Usual Suspects
- State Machines
- Easy to embody game rules as states
transitions. - Causes state errors enemy doesnt know how to
react to a stimulus b/c someone forgot to make it
a trigger in the state hes in. Can be decreased
with augmentations (hierarchical, parallel, stack
based). - Behavior/Task arbitration
- Harder to embody game rules, deals with
conflicting contexts much better. - Problems with priorities tasks flipping back
and forth, hard to debug
14Think Decision making
- Phoebe Sengers - Schizophrenia and Narrative in
Artificial Agents, Narrative Intelligence - Agent behavior can be disjoint with no focus on
what it is communicating. - Yet another layer in our agent?
- For example
- Rules based system acts as a perceptual filter,
relating sensory stimuli to responses focuses
on what needs to be communicated to the player - Traditional method - handles behind the scenes
decision making, resolving conflicts between what
the agent is doing and what it needs to be
doing/communicating.
15Do Communicating Intent
- Must communicate behavior through
- Action (what they do)
- Movement (where they move, how they move,
speed) - Animation
- Sound (effects and dialog)
- Modeling/texturing
- What does the player think the agent is thinking?
- How does the player link their actions to agent
behavior? - Can also record what weve communicated to the
player to help track what theyve learned.
16The Player's Mental Model
- Dealing with Causality
- Mind tends to say link event A caused event B if
A happens just before B. - Need restrict agent behavior to being affected
only by direct stimulus/action (preferably the
player's). - What sort of strategies is the behavior enabling?
- What actions does it reward or what is the best
action to deal with it? - Increase opportunities for emergence by making
strategies conflict or interact. - Example from HALO Elites require stealth, Grunts
are easier to just overpower mix them in the
same combat and player must make decision.
17Non-Deterministic Decision Making
(or, You're all going to hate me for saying
this...)
- Bad - breaks consistency required for the player
to learn game rules for emergence. - For one set of input stimuli, the game needs to
react the same way. - How can the player learn the game if something
different happens each time they do one
particular thing?
18Non-Deterministic Decision Making
- Random decision making occasionally has uses
- Novelty
- Humor
- Variety
- Appearance of Depth
- Exploit players inability to reason about random
events. - Fakes complexity (pedestrians randomly waving to
each other makes a city seem more involved). - Shouldn't affect core game rules of agent
behavior.
19Summary
- Easy to expand a gameplay space with reactive
agent behavior. (Car swerves to avoid player,
hits obstacle, explodes, bystanders die, cops
come). - To handle reactivity, more complexity is needed
in the decision making layer, focusing on what we
need to communicate. - The player has to be able to learn the behavior
it's motivations in order to use it as a rule or
in a strategy.
20References
- Katie Salen and Eric Zimmerman - Rules of Play
Game Design Fundamentals. - Phoebe Sengers - "Schizophrenia and Narrative in
Artificial Agents", Narrative Intelligence. - Harvey Smith Randy Smith "Will the Real
Emergent Gameplay Please Stand Up?", GDC 2004. - Harvey Smith - "Orthogonal Unit Design", GDC
2003. - Harvey Smith - "Systemic Level Design", GDC
Europe 2002. - Chris Butcher and Jaime Griesemer - HALO AI
Level Design. GDC 2002 - Email me - borut_p_at_yahoo.com