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Any-Angle Path Planning for Computer Games
Yap, Peter Kai Yue (University of Alberta) | Burch, Neil (University of Alberta) | Holte, Robert C. (University of Alberta) | Schaeffer, Jonathan (University of Alberta)
Path planning is a critical part of modern computer games; rare is the game where nothing moves and path planning is unneeded. A* is the workhorse for most path planning applications. Block A* is a state-of-the-art algorithm that is always faster than A* in experiments using game maps. Unlike other methods that improve upon A*'s performance, Block A* is never worse than A* nor require any knowledge of the map. In our experiments, Block A* is ideal for games with randomly generated maps, large maps, or games with a highly dynamic multi-agent environment. Furthermore, in the domain of grid-based any-angle path planning, we show that Block A* is an order of magnitude faster than the previous best any-angle path planning algorithm, Theta*. We empirically show our results using maps from Dragon Age: Origins and Starcraft. Finally, we introduce ``populated game maps'' as a new test bed that is a better approximation of real game conditions than the standard test beds of this field. The main contributions of this paper is a more rigorous set of experiments for Block A*, and introducing a new test bed (populated game maps) that is a more accurate representation of actual game conditions than the standard test beds.
Simulating Mechanics to Study Emergence in Games
Dormans, Joris (Amsterdam University of Applied Sciences)
This paper presents the latest version of the Machinations framework. This framework uses diagrams to represent the flow of tangible and abstract resources through a game. This flow represents the mechanics that make up a gameโs interbal economy and has a large impact on the emergent gameplay of most simulation games, strategy games and board games. This paper shows how Machinations diagrams can be used simulate and balance games before they are built.
All the World's a Stage: Learning Character Models from Film
Lin, Grace (University of California, Santa Cruz) | Walker, Marilyn (University of California, Santa Cruz)
Many forms of interactive digital entertainment involve interacting with virtual dramatic characters. Our long term goal is to procedurally generate character dialogue behavior that automatically mimics, or blends, the style of existing characters. In this paper, we show how linguistic elements in character dialogue can define the style of characters in our RPG SpyFeet. We utilize a corpus of 862 film scripts from the IMSDb website, representing 7,400 characters, 664,000 lines of dialogue and 9,599,000 word tokens. We utilize counts of linguistic reflexes that have been used previously for personality or author recognition to discriminate different character types. With classification experiments, we show that different types of characters can be distinguished at accuracies up to 83% over a baseline of 20%. We discuss the characteristics of the learned models and show how they can be used to mimic particular film characters.
Causality in Hundreds of Narratives of the Same Events
Tomai, Emmett (University of Texas - Pan American) | Thapa, Laxman (University of Texas - Pan American) | Gordon, Andrew S. (University of Southern California) | Kang, Sin-Hwa (University of Southern California)
Empirical research supporting computational models of narrative is often constrained by the lack of large-scale corpora with deep annotation. In this paper, we report on our annotation and analysis of a dataset of 283 individual narrations of the events in two short video clips. The utterances in the narrative transcripts were annotated to align with known events in the source videos, offering a unique opportunity to study the regularities and variations in the way that different people describe the exact same set of events. We identified the causal relationships between events in the two video clips, and investigated the role that causality plays in determining whether subjects will mention a particular story event and the likelihood that these events will be told in the order that they occurred in the original videos.
A Real-Time Concurrent Planning and Execution Framework for Automated Story Planning for Games
Vidal, Eric Cesar Jr. Esguerra (National University of Singapore) | Nareyek, Alexander (National University of Singapore)
This paper presents a framework that facilitates communication between a planning system (โplannerโ) and a plan execution system (โexecutorโ) to enable them to run concurrently, with the main emphasis on meeting the real-time requirements of the application domain. While the framework is applicable to general-purpose planning, its features are optimized for the requirements of automated story planning for gamesโwith emphasis on monitoring player-triggered events and handling on-time (re-)generation of story assets such as characters, maps and scenarios. This framework subsumes the traditional interleaved planning-and-execution paradigm used in embedded continual planning systems and generalizes it to a non-embedded context, making the framework ideal for use with contemporary game architectures (e.g., multithreaded game engines, or games with subsystems communicating over a network).
Employing Fuzzy Concept for Digital Improvisational Theatre
Magerko, Brian (Georgia Institute of Technology) | Dohogne, Peter (Georgia Institute of Technology) | Deleon, Chris (Georgia Institute of Technology)
This paper describes the creation of a digital improvisational theatre game, called Party Quirks, that allows a human user to improvise a scene with synthetic actors according to the rules of the real-world Party Quirks improv game. The AI actor behaviors are based on our study of communication strategies between real-life actors on stage and the fuzzy concepts that they employ to define and portray characters. This paper describes the underlying fuzzy concepts used to enable reasoning in ambiguous environments, like improv theatre. It also details the development of content for the system, which involved the creation of a system for animation authoring, design for efficient data reuse, and a work flow centered on Google Docs enabling parallel data entry and rapid iteration.
Approaching a Player Model of Game Story Comprehension Through Affordance in Interactive Narrative
Young, R. Michael (North Carolina State University) | Cardona-Rivera, Rogelio (North Carolina State University)
A growing body of work in games research, both generative and analytic, seeks to characterize the relationship between a playerโs understanding of an interactive narrative and her options for action within it. This paper provides several definitions that collectively serve as a basis for a model of the userโs comprehension of an unfolding story in a game. Central to this approach, we define the notion of narrative affordance. In essence, a game provides a narrative affordance for some course of action when a player can imagine that course of action as part of a story that completes their current story experience. To define narrative affordance, we draw links from cognitive models of narrative comprehension and a range of research on affordance, which we couple with planning approaches to story and discourse generation. In our approach, we view the creation of an interactive narrative that provides a high degree of agency as a discourse generation problem. We posit that an interactive narrative system must reason about the content and organization of its communication with a player in order to prompt a playerโs understanding about the gameโs story and her role in it. This paper ends by pointing toward a research direction intended to provide insight into a range of aspects of interactive narrative, including role, genre, choice and agency.
CAPIR: Collaborative Action Planning with Intention Recognition
Nguyen, Truong-Huy Dinh (National University of Singapore) | Hsu, David (National University of Singapore) | Lee, Wee-Sun (National University of Singapore) | Leong, Tze-Yun (National University of Singapore) | Kaelbling, Leslie Pack (Massachusetts Institute of Technology) | Lozano-Perez, Tomas (Massachusetts Institute of Technology) | Grant, Andrew Haydn (Singapore-MIT GAMBIT Game Lab)
We apply decision theoretic techniques to construct non-player characters that are able to assist a human player in collaborative games. The method is based on solving Markov decision processes, which can be difficult when the game state is described by many variables. To scale to more complex games, the method allows decomposition of a game task into subtasks, each of which can be modelled by a Markov decision process. Intention recognition is used to infer the subtask that the human is currently performing, allowing the helper to assist the human in performing the correct task. Experiments show that the method can be effective, giving near-human level performance in helping a human in a collaborative game.
Selecting Agents for Narrative Roles
Shoulson, Alexander (University of Pennsylvania) | Garcia, Daniel (University of Pennsylvania) | Badler, Norman I. (University of Pennsylvania)
We present ongoing work on a system that accommodates player agency in a digital narrative with an external plot. We focus on key events that should occur in that storyline for dramatic effect, but do not explicitly specify the characters that should fill the roles needed for those events. Instead, we define them abstractly, with characteristics that the selected characters should have (including previous events they should have completed for eligibility), and rely on a Director construct to populate those roles from agents in the selection pool that fit those criteria. Agents begin as largely homogeneous, primordial entities that accumulate data and narrative value from the events in which they participate. This creates an environment that differentiates characters by the actions they perform, conferring worth onto characters that become important to the player based on their direct involvement in the plot. The focus, then, is on defining a priori the what of the narrative, while leaving it to the Director construct to decide at runtime exactly who among a distributed pool of agents carries it out.
Learning and Evaluating Human-Like NPC Behaviors in Dynamic Games
Chang, Yu-Han (University of Southern California) | Maheswaran, Rajiv (University of Southern California) | Levinboim, Tomer (University of Southern California) | Rajan, Vasudev (University of Southern California)
We address the challenges of evaluating the fidelity of AI agents that are attempting to produce human-like behaviors in games. To create a believable and engaging game play experience, designers must ensure that their non-player characters (NPCs) behave in a human-like manner. Today, with the wide popularity of massively-multi-player online games, this goal may seem less important. However, if we can reliably produce human-like NPCs, this can open up an entirely new genre of game play. In this paper, we focus on emulating human behaviors in strategic game settings, and focus on a Social Ultimatum Game as the testbed for developing and evaluating a set of metrics for comparing various autonomous agents to human behavior collected from live experiments.