評判システム(イベントの形式)
Master Event List参照回数
1. Bandit Killed Farmer 4
2. Player Aided Lawmen 1
3. Player Killed Bandit 11
4.
5.
Subject Group Player
Verb DidViolenceTo
Object Group Bandit
Object Individual Joe
Magnitude 75(Killed)
Where 50,20,128(In front of saloon)
When High noon
Template KilledBanditTemplate
ReferenceCount Known by 11 NPCs
Reputation Effects Bandits hate player more
Lawmen like player more
Farmers like player more
Greglt,Kristin King, “A DynamicReputation SystemBased on EventKnowledge”,8.6,AIGame ProgrammingWisdom
評判システム(情報補完システム)
(NPC Aが Joeに出会ったときには、Joeは既に死んでいた)
Joe was Killed by unknown group
(Joe が Lawmen に撃たれているのを目撃)
Joe was shot by lawmen group
Joe was killed by lawmen group
不完全な情報から
情報を再構築
思い込みかも…でも、それでいい。
人間とはそういうものじゃないか…(という開発方針)
Greglt,Kristin King, “A DynamicReputationSystemBased on EventKnowledge”,8.6,AIGame ProgrammingWisdom
NPC
NPC
NPC
NPC
http://dear-croa.d.dooo.jp/
47.
参考文献
(1) Greglt, KristinKing, “A Dynamic Reputation System
Based on Event Knowledge”,8.6, AI Game Programming
Wisdom
(2) Richard Rouse III,"Postmortem: The Game Design of
Surreal'sThe Suffering",Gamasutra,
http://www.gamasutra.com/view/feature/2110/postmortem_the_game_design_of_.php
(3) "Gunslinger:FirstImpressions",IGN,
http://ps2.ign.com/articles/134/134549p1.html
(4) Gunslinger [PS2- Cancelled]
http://www.unseen64.net/2009/09/15/gunslinger-ps2-cancelled/
48.
Never Winter Nightにおける評判システム
Ultima Online の評判システム
Gunslinger の評判システム
Ever Quest の評判システム 独自の評判システム
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcT18yxlWIEAjsDNwdmz1-
I4vTlbGVJxQp0gLDI05t4VS_URdCvD
参考文献
Mark Brokington,“Building areputation system: Hatred,
Forgivveness,and Surrender in Never Winter Nights”, 6.5,
Massive Multiplayer Game Development
F-formation (Kendon, 1984)
•人と人が向い合うときに、形成する立ち位置
Paul Marshall,Yvonne Rogers,Nadia Pantidi
Using F-formations to analyse spatial patterns of interaction in physical environments
http://mcs.open.ac.uk/pervasive/pdfs/MarshallCSCW2011.pdf
59.
いろいろな F-formation パターン
PaulMarshall,Yvonne Rogers,Nadia Pantidi
Using F-formations to analyse spatial patterns of interaction in physical environments
http://mcs.open.ac.uk/pervasive/pdfs/MarshallCSCW2011.pdf
60.
いろいろな F-formation パターン
PaulMarshall,Yvonne Rogers,Nadia Pantidi
Using F-formations to analyse spatial patterns of interaction in physical environments
http://mcs.open.ac.uk/pervasive/pdfs/MarshallCSCW2011.pdf
61.
EVE ONLINE
Cladio Pedica- Spontaneous Avatar Behaviour for Social Territoriality Reykjavik University.
http://www.ru.is/faculty/hannes/students/MSThesisClaudioPedica.pdf
Cladio Pedica -Spontaneous AvatarBehaviour for Social Territoriality Reykjavik University.
http://www.ru.is/faculty/hannes/students/MSThesisClaudioPedica.pdf
Cladio Pedica -Spontaneous AvatarBehaviour for Social Territoriality Reykjavik University.
http://www.ru.is/~hannes/publications/JAAI2010.pdf
71.
Cladio Pedica -Spontaneous AvatarBehaviour for Social Territoriality Reykjavik University.
http://www.ru.is/faculty/hannes/students/MSThesisClaudioPedica.pdf
72.
共有される情報
Cladio Pedica -Spontaneous AvatarBehaviour for Social Territoriality Reykjavik University.
http://www.ru.is/faculty/hannes/students/MSThesisClaudioPedica.pdf
Reckoning におけるターゲットシステム
GDC 2012AI Postmortems:
Kingdoms of Amalur: Reckoning, Darkness II and Skulls of the Shogun
Michael Dawe,
http://www.gdcvault.com/play/1015380/AI-Postmortems-Kingdoms-of-Amalur
88.
Reckoning におけるターゲットシステム
GDC 2012AI Postmortems:
Kingdoms of Amalur: Reckoning, Darkness II and Skulls of the Shogun
Michael Dawe,
http://www.gdcvault.com/play/1015380/AI-Postmortems-Kingdoms-of-Amalur
89.
Reckoning におけるターゲットシステム
GDC 2012AI Postmortems:
Kingdoms of Amalur: Reckoning, Darkness II and Skulls of the Shogun
Michael Dawe,
http://www.gdcvault.com/play/1015380/AI-Postmortems-Kingdoms-of-Amalur
90.
Reckoning におけるターゲットシステム
GDC 2012AI Postmortems:
Kingdoms of Amalur: Reckoning, Darkness II and Skulls of the Shogun
Michael Dawe,
http://www.gdcvault.com/play/1015380/AI-Postmortems-Kingdoms-of-Amalur
プレイヤーたちの戦力 > 1.4x エージェントたちの戦力
P
プレイヤーたちの戦力 < 1.4 x エージェントたちの戦力
本拠地へ
退却
戦闘!
クロムハウンズにおけるマルチエージェント技術
③ 戦闘判断 エージェントが周りの敵と味方の戦力を計算して
戦うべきか、逃げるべきかを判断する。
P
P
P
P
P
P
P P
戦力比が大きい無駄な戦闘を回避し、常に相手を上回る
戦力を増築してプレイヤーに対抗する
デバッグの過程で追加