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Creating Emergent Gameplay with Autonomous Agents

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Title: Creating Emergent Gameplay with Autonomous Agents


1
Creating Emergent Gameplay with Autonomous Agents
Borut Pfeifer
2
Disclaimers 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)

3
What 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...

4
Chess
  • 6 pieces, almost infinite gameplay scenarios.

5
Grand Theft Auto
  • Rules allow the player to explore the world and
    accomplish set gameplay goals in many ways.

GTAVice City Rockstar North Rockstar Games
6
HALO Combat Evolved
  • Linear experience, but emergent gameplay allows
    for dynamic situations and replayability.

HALO Bungie Microsoft
7
So 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?

8
Perspectives/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.

9
Perspectives/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

10
Perspectives/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.

11
Designing 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.

12
Sense 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).

13
Think 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

14
Think 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.

15
Do 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.

16
The 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.

17
Non-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?

18
Non-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.

19
Summary
  • 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.

20
References
  • 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
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