Kentucky presentation at CGAMES USA 2011


Published on

This is a presentation of the paper "Model of social believable NPCs for teacher training
Using Second Life
" explores the possibilities for believable game agents (NPCs) through the implementation of a Model Social Game Agent (MSGA). We present a high level model focusing on the conceptual framework for implementing MSGAs on a Second Life server.

  • Be the first to comment

  • Be the first to like this

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide
  • Two-parted motivation for developing believable and more complex NPCs The first motivation is to create the basis for a new kind of interaction in games between NPCs and playersAnd secondly creating believable NPCs for serious games applications as the teacher training scenario that I’ll mention briefly.
  • This is the reason why the model social game agent should be used in the creation of a serious games scenario.Currently in Sweden the teacher education do not train how to deal with stress-full classroom experiences, and if They get training it’s done through role-playing.This application would address these problems and get a better tool for supporting feed back on their experiences And assessment that would point out how different strategies may influence the classroom experiences of the students.
  • - The pre study was aimed at finding evidence for social behavour,Dynamic behaviour All games where studied with carley and newel in mind. Model social agent WE DO NOT FOCUS ON THE CONVERSATIONAL ASPECTS!!!
  • Splinter cell cone shaped line of sight and hearing
  • This is an example of a more dynamic NPC that will run for help if its “Health” will reach a Certain percentage of its maximum health, something that could be explained as some type of crisis response. As we can see in this video, npcs unfortunately seem too try to find help randomly instead Of trying to find the nearest npc.
  • These are the results from the observations in World of warcraft.
  • What was interesting with the observations since they cover a 15-year period is to see the Development in pathfinding algorithms but it is also obvious that the social aspects of NPCsAre fairly left out.
  • Adaption – deus ex.
  • Adaption – deus ex.
  • Kentucky presentation at CGAMES USA 2011

    1. 1. Model of social believable NPCs for teacher training<br />Using Second Life<br />Magnus Johansson,<br />Harko Verhagen<br />Department of Computer<br />and Systems Sciences<br />Stockholm University<br />KISTA, SWEDEN<br /><br />Mirjam P. Eladhari<br />Department of Game<br />Design, Technology and<br />Learning Gotland University <br />GOTLAND, SWEDEN<br /><br />
    2. 2. Richard Bartle <br />“From the point of view of world design, AI promises great things. If virtual worlds could be populated by intelligent NPCs, all manner of doors would open” [Bartle 2003 p.616].<br />
    3. 3. Agenda <br />Teacher training Scenario <br />Pre study<br />Method<br />Complexity of NPCs<br />Are there social NPCs?<br />The Model social game agent<br />Discussion/Conclusion <br />
    4. 4. Teacher training Scenario <br />Currently, training of handling problem situations within a classroom is based on role-playing if trained at all. <br />Classroom problems in general and the role of the teacher.<br />Allow teachers in training to test different strategies and see the effects of their actions and the interactions between students and teachers without causing harm to real students.<br />The tool would also allow debriefing and walk-through to discuss the interactions. <br />
    5. 5. Pre Study<br />Observations in game<br />Scenarios to trigger certain behaviours <br />Inspired by Carley and Newell <br />10 games studied<br />
    6. 6. Carley and Newell<br />
    7. 7. Research questions<br />- What aspects of games AI have developed during a 15 year period?<br />- Are NPCs social?<br />
    8. 8. First Person Shooters<br />NO COOPERATION<br />
    9. 9. Third Person Shooters<br />NO COOPERATION<br />
    10. 10. Multiplayer Battle Arena<br />NO COOPERATION<br />
    11. 11. Example crisis response <br />
    12. 12. Complexity of NPCsResults from pre study<br />Static behaviour<br />Scripted dialogues<br />Path finding algorithms or pathing<br />Attempts at creating crisis responses or alternative behaviour.<br />
    13. 13. Complexity of NPCsResults from pre study<br />Poor/No Cooperation, Coordination<br />More extensive behaviour repertoire<br />Amnesia a problem in some cases <br />Not all NPCs need to be complex or believable <br />We need strategies to develop NPCs further for future game genres <br />
    14. 14. Carley and Newell<br />
    15. 15. The Model Social Game Agent<br />REPEAT<br />
    16. 16. Carley and Newell<br />
    17. 17. Discussion/Conclusion<br />Cognitive model not yet decided<br />Many details still missing<br />Functionality/implementation of consumat 2<br />Explorative implementation <br />And we do not know what complexity we will introduce yet..<br />
    18. 18. Future Work <br />Implementation of the conceptual model.<br />Testing <br />Evaluation <br />And finally studies to observe/measure the effects of the implementation of the MSGA<br />
    19. 19. Thank you for listening!<br />Questions ?<br />Magnus Johansson<br />Department of Computer <br />and Systems Sciences<br />Stockholm University<br />KISTA, SWEDEN<br /><br />