Desai, Neesha
ScriptEase II: Platform Independent Story Creation Using High-Level Patterns
Schenk, Kevin (University of Alberta) | Lari, Adel (University of Alberta) | Church, Matthew (University of Alberta) | Graves, Eric (University of Alberta) | Duncan, Jason (University of Alberta) | Miller, Robin (University of Alberta) | Desai, Neesha (University of Alberta) | Zhao, Richard (University of Alberta) | Szafron, Duane (University of Alberta) | Carbonaro, Mike (University of Alberta) | Schaeffer, Jonathan (University of Alberta)
As the video game industry grows, both developers and creative authors seek new ways to simplify the process of controlling story content using scripts. This paper describes a story model and its software implementation, ScriptEase II, designed to solve this game design bottleneck. ScriptEase II is the second generation of the ScriptEase system, whose goal was to enable game authors with no programming ability to generate scripting code from high-level game patterns. ScriptEase II differs from the original in two important ways. First, ScriptEase II uses game-dependent translators to generate scripts for any game engine. Second, ScriptEase II uses a drag-and-drop interface that simplifies the story component creation menus that grew cumbersome in the original ScriptEase. The feasibility of code generation has been validated using three different game engines and the advantages of the simple drag-and-drop interface have been validated by a user study.
Enhancing the Believability of Character Behaviors Using Non-Verbal Cues
Desai, Neesha (University of Alberta) | Szafron, Duane (University of Alberta)
Characters are vital to large video game worlds as they bring a sense of life to the world. However, background characters are known to rarely exhibit any sign of motivated behavior or emotional state. We want to change this by assigning these characters emotions that can be identified through their non-verbal behavior. We feel the addition of emotion will allow players to feel more connected to the game world and make the game world more believable. This paper presents the results of an experiment to test two ways of conveying emotion: 1) through a character's gait and 2) through a character's interactions with the game world. Results from the experiment suggest that a combination of gait and interactions is the most effective method to convey emotion.
A Demonstration of ScriptEase II
Church, Matthew (University of Alberta) | Graves, Eric (University of Alberta) | Duncan, Jason (University of Alberta) | Lari, Adel (University of Alberta) | Miller, Robin (University of Alberta) | Desai, Neesha (University of Alberta) | Zhao, Richard (University of Alberta) | Carbonaro, Mike (University of Alberta) | Schaeffer, Jonathan (University of Alberta) | Sturtevant, Nathan (University of Denver) | Szafron, Duane A. (University of Alberta)
This demonstration describes ScriptEase II, a tool that allows game story authors to generate scripts that control objects in video games by manipulating high level story patterns and game objects. ScriptEase II can generate scripting code for any game engine for which a translator is written. Currently there are translators for Neverwinter Nights and real Pinball games.
An Automated Technique for Drafting Territories in the Board Game Risk
Gibson, Richard (University of Alberta) | Desai, Neesha (University of Alberta) | Zhao, Richard (University of Alberta)
In the standard rules of the board game Risk, players take turns selecting or "drafting" the 42 territories on the board until all territories are owned. We present a technique for drafting territories in Risk that combines the Monte Carlo tree search algorithm UCT with an automated evaluation function. Created through supervised machine learning, this function scores outcomes of drafts in order to shorten the length of a UCT simulation. Using this approach, we augment an existing bot for the computer game Lux Delux, a clone of Risk. Our drafting technique is shown to greatly improve performance against the strongest opponents supplied with Lux Delux. The evidence provided indicates that territory drafting is important to overall success in Risk.