Luciferase in rDNA technology (biotechnology).pptx
Salt Lake City Public Library Tech Talk - Toward a Science of Game Design
1. LABORATORY FOR QUANTITATIVE EXPERIENCE DESIGNqed.cs.utah.edu
Toward a
Science of Game Design
Rogelio E. Cardona-Rivera, Ph.D.
Assistant Professor and Director, QED Lab
School of Computing, Entertainment Arts & Engineering
University of Utah
rogelio@cs.utah.edu
@recardona
3. Essential Facts About the
Computer & Video Game Industry
(Entertainment Software
Association, 2018)
4. 64% of American households are home
to someone who plays video games
Essential Facts About the
Computer & Video Game Industry
(Entertainment Software
Association, 2018)
5. 64% of American households are home
to someone who plays video games
In 2018, the video game industry
contributed $32 B to the US GDP
Essential Facts About the
Computer & Video Game Industry
(Entertainment Software
Association, 2018)
8. Problem
There is no systematically organized
body of knowledge
composed of
observation and experiment
9. Problem
There is no systematically organized
body of knowledge
composed of
observation and experiment
that encompasses the
structure and behavior of games
10. A Science of Game Design
A systematically organized
body of knowledge
composed of
observation and experiment
that encompasses the
structure and behavior of games
11. Talk Outline
Objective: A Science of Game Design is
socially relevant, meaningful, and impactful
• Why bother with a Science of Game Design?
• What are examples of work in this area?
• What are some open challenges?
13. A Science of Game Design is Needed
• Games are a significant engineering
challenge
• Advances in technology create more
problems
• Research should target artifact and person
14. A Science of Game Design is Needed
• Games are a significant engineering
challenge
• Advances in technology create more
problems
• Research should target artifact and person
23. 12 writers, 3 years
200,000 dialogue lines
= approx. 1M words
= 1,094,170 wordsA choose-your-own-adventure (CYOA)
24. Game Purchase Influence Factors
Similarity
9%
Sequel
9%
Word of mouth
11%
Graphics
12%
Interesting Story
16%
Price
21%
Other
22%
Essential Facts About the Computer & Video Game Industry
(Entertainment Software Association, 2016)
25.
26.
27.
28. • Games are a significant engineering
challenge
• Advances in technology create more
problems
• Research should target artifact and person
A Science of Game Design is Needed
33. There’s a lot of hacks and kludges to get
things working… I’m sure you would find tons
of duplication of effort, definitely. I’ve been an
audio programmer on [X] different games and
I’ve written [X] different audio engines.
38. • Games are a significant engineering
challenge
• Advances in technology create more
problems
• Research should target artifact and person
A Science of Game Design is Needed
39. The Player Modeling Principle
The whole value of a game is in the mental
model of itself it projects into the player’s
mind.
The Simulation Dream
(Sylvester, 2013)
41. What is a Science of Game
Design and why bother?
42. What is a Science of Game
Design and why bother?
• Games are a significant engineering
challenge
• Advances in technology create more
problems
• Research should target artifact and person
50. •Narrative framing makes interaction more
compelling
‣ Entertainment
Why Narrative Intelligence matters
video games
51. •Narrative framing makes interaction more
compelling
‣ Entertainment
‣ Education
Why Narrative Intelligence matters
training simulations
52. •Narrative framing makes interaction more
compelling
‣ Entertainment
‣ Education
‣ Engagement
Why Narrative Intelligence matters
gamification
53. Why Narrative Intelligence matters
•Narrative framing makes interaction more
compelling
‣ Entertainment
‣ Education
‣ Engagement
•Difficult to engineer
‣ AI may help reduce authorial burden
70. IN Play as Game Tree Search
Na
si g
Pick-up
Disenchant
Pick-up
Intended Narrative Plan
71. IN Play as Game Tree Search
• Chronology — Player & System take turns
‣ On System Turn: Advance Narrative Agenda
‣ On Player Turn: ???
Na
Disenchant Pick-upPick-up
si g
72. IN Play as Game Tree Search
Na
Disenchant Pick-upPick-up
si g
73. IN Play as Game Tree Search
Na
Disenchant Pick-upPick-up
si g
Move
74. IN Play as Game Tree Search
Disenchant Pick-upPick-up
si g
Na
Move
Wake-up
75. IN Play as Game Tree Search
Disenchant Pick-upPick-up
si g
Move
Wake-up
r
q
p
Na
• Many trajectories
76. IN Play as Game Tree Search
Disenchant Pick-upPick-up
si g
Na
Move
Wake-up
r
q
p
… …
… …
• Many many trajectories
77. IN Play as Game Tree Search
Na
Disenchant Pick-upPick-up
si g
Move
Wake-up
r
q
p
… …
… …
• Many many trajectories
‣ Not all are good
78. IN Play as Game Tree Search
Na
is unreachable
Disenchant Pick-upPick-up
si g
Move
Wake-up
r
q
p
… …
…
g
• Many many trajectories
‣ Not all are good
79. IN Play as Game Tree Search
Na
is unreachable
Disenchant Pick-upPick-up
si g
Move
Wake-up
r
q
p
… …
…
g
• Many many trajectories
‣ Not all are good
‣ Mediator is needed
91. Automated Design Problem
•Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Comprehension
‣ Role-play
D
Na
Ps
…
…
92. Automated Design Problem
•Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Comprehension
‣ Role-play
‣ Desire for Agency
D
Na
Ps
…
…
93. Automated Design Problem
•Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Comprehension
‣ Role-play
‣ Desire for Agency
‣ …
D
Na
Ps
…
…
94. •Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Comprehension
‣ Role-play
‣ Desire for Agency
…
…
95. Example Science of Game Design
•Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Comprehension
‣ Role-play
‣ Desire for Agency
…
…
96. Example Science of Game Design
•Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Comprehension
‣ Role-play
‣ Desire for Agency
•In the context of the Automated Design Problem
…
…
97. •Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Comprehension
Example Science of Game Design
•Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Comprehension
‣ Role-play
‣ Desire for Agency
•In the context of the Automated Design Problem
…
…
98. Question Answering in the Context of Stories Generated by Computers
(Cardona-Rivera, Price, Winer, and Young, 2016)
Modeling Story Understanding
•Readers as
problem solvers
(Gerrig and Bernardo, 1994)
Na
Ps
99. Modeling Story Understanding
•Readers as
problem solvers
•Artificial intelligence
can be a model of
problem solving
(Gerrig and Bernardo, 1994)
(Tate, 2001)
D
Na
Ps
Question Answering in the Context of Stories Generated by Computers
(Cardona-Rivera, Price, Winer, and Young, 2016)
100. Modeling Story Understanding
•Readers as
problem solvers
•Artificial intelligence
can be a model of
problem solving
•Idea: use AI to model
readers
(Gerrig and Bernardo, 1994)
D
Na
Ps
Question Answering in the Context of Stories Generated by Computers
(Cardona-Rivera, Price, Winer, and Young, 2016)
(Tate, 2001)
101. Modeling Story Understanding
• The QUEST Model of Comprehension
‣ Comprehension as Q&A
• Predicts normative answers to questions
‣ Why? How? When? What enabled? What
was the consequence?
(Graesser and Franklin, 1990)
D
Na
Ps
Question Answering in the Context of Stories Generated by Computers
(Cardona-Rivera, Price, Winer, and Young, 2016)
102. Modeling Story Understanding
The QUEST Graph D
Na
Ps
Arthur
disenchants
Excalibur
Excalibur
disenchanted
Arthur wants
disenchanted
Arthur wants
Excalibur
Consequence
Outcome
Reason
Event
State
Goal
Question Answering in the Context of Stories Generated by Computers
(Cardona-Rivera, Price, Winer, and Young, 2016)
103. Modeling Story Understanding
Example QUEST “Why?” Search D
Na
Ps
Arthur
disenchants
Excalibur
Excalibur
disenchanted
Arthur wants
disenchanted
Arthur wants
Excalibur
Consequence
Outcome
Reason
Why did
Arthur
disenchant
Excalibur?
Event
State
Goal
Question Answering in the Context of Stories Generated by Computers
(Cardona-Rivera, Price, Winer, and Young, 2016)
104. Modeling Story Understanding
Example QUEST “Why?” Search D
Na
Ps
Arthur
disenchants
Excalibur
Excalibur
disenchanted
Arthur wants
disenchanted
Arthur wants
Excalibur
Consequence
Outcome
Reason
Why did
Arthur
disenchant
Excalibur?
Event
State
Goal
Question Answering in the Context of Stories Generated by Computers
(Cardona-Rivera, Price, Winer, and Young, 2016)
105. Modeling Story Understanding
Example QUEST “Why?” Search D
Na
Ps
Arthur
disenchants
Excalibur
Excalibur
disenchanted
Arthur wants
disenchanted
Arthur wants
Excalibur
Consequence
Outcome
Reason
Why did
Arthur
disenchant
Excalibur?
Event
State
Goal
Question Answering in the Context of Stories Generated by Computers
(Cardona-Rivera, Price, Winer, and Young, 2016)
106. Modeling Story Understanding
Example QUEST “Why?” Search D
Na
Ps
Arthur
disenchants
Excalibur
Excalibur
disenchanted
Arthur wants
disenchanted
Arthur wants
Excalibur
Consequence
Outcome
Reason
Why did
Arthur
disenchant
Excalibur?
Event
State
Goal
Question Answering in the Context of Stories Generated by Computers
(Cardona-Rivera, Price, Winer, and Young, 2016)
107. Modeling Story Understanding
Example QUEST “Why?” Search D
Na
Ps
Arthur wants
disenchanted
Arthur wants
Excalibur
Reason
Why did
Arthur
disenchant
Excalibur?
Goal
Candidate Answers
Question Answering in the Context of Stories Generated by Computers
(Cardona-Rivera, Price, Winer, and Young, 2016)
108. Modeling Story Understanding
Takeaway D
Na
Ps
si g
Pick-up
Disenchant
Pick-up
Question Answering in the Context of Stories Generated by Computers
(Cardona-Rivera, Price, Winer, and Young, 2016)
109. Modeling Story Understanding
Takeaway D
Na
Ps
Generation
si g
Pick-up
Disenchant
Pick-up
Question Answering in the Context of Stories Generated by Computers
(Cardona-Rivera, Price, Winer, and Young, 2016)
110. Modeling Story Understanding
Takeaway D
Na
Ps
Generation
si g
Pick-up
Disenchant
Pick-up
Comprehension
Question Answering in the Context of Stories Generated by Computers
(Cardona-Rivera, Price, Winer, and Young, 2016)
111. •Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Comprehension
Example Science of Game Design
•Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Comprehension
‣ Role-play
‣ Desire for Agency
•In the context of the Automated Design Problem
…
…
112. •Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Comprehension
‣ Role-play
‣ Desire for Agency
•In the context of the Automated Design Problem
•Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Role-play
Example Science of Game Design
…
…
113. Determinants of Player Choice
•Tripartite Model of
Player Behavior
‣ Person
‣ Player
‣ Persona (Roles)
The Mimesis Effect
(Domínguez, Cardona-Rivera, Vance and Roberts, 2016)
! HONORABLE MENTION FOR BEST PAPER, CHI2016
(Waskul and Lusk, 2004)
Na
Ps
114. Role-play as Preferred Actions
•Roles
‣ Fighter
‣ Wizard
‣ Rogue
•Participants (n=210)
played 1-of-3 games
‣ Assigned Role (78)
‣ Chosen Role (91)
‣ No Explicit Role (41)
The Mimesis Effect
(Domínguez, Cardona-Rivera, Vance and Roberts, 2016)
! HONORABLE MENTION FOR BEST PAPER, CHI2016
Na
Ps
115. Role-play as Preferred Actions
• Players prefer to act
as expected from
assigned/chosen
role
• Players with no
explicit role self-
select and remain
consistent
Mimesis Effect
The Mimesis Effect
(Domínguez, Cardona-Rivera, Vance and Roberts, 2016)
! HONORABLE MENTION FOR BEST PAPER, CHI2016
Na
Ps
116. Role-play as Preferred Actions
Takeaway
The Mimesis Effect
(Domínguez, Cardona-Rivera, Vance and Roberts, 2016)
! HONORABLE MENTION FOR BEST PAPER, CHI2016
Chronology
Na
Ps
117. Role-play as Preferred Actions
Takeaway
The Mimesis Effect
(Domínguez, Cardona-Rivera, Vance and Roberts, 2016)
! HONORABLE MENTION FOR BEST PAPER, CHI2016
Chronology
Na
Ps
118. Role-play as Preferred Actions
Takeaway
The Mimesis Effect
(Domínguez, Cardona-Rivera, Vance and Roberts, 2016)
! HONORABLE MENTION FOR BEST PAPER, CHI2016
Chronology
Na
Ps
119. Role-play as Preferred Actions
Takeaway
The Mimesis Effect
(Domínguez, Cardona-Rivera, Vance and Roberts, 2016)
! HONORABLE MENTION FOR BEST PAPER, CHI2016
Chronology
Inferences
Na
Ps
120. Role-play as Preferred Actions
Takeaway
The Mimesis Effect
(Domínguez, Cardona-Rivera, Vance and Roberts, 2016)
! HONORABLE MENTION FOR BEST PAPER, CHI2016
Na
Ps
Chronology
Inferences
121. Role-play as Preferred Actions
Takeaway
The Mimesis Effect
(Domínguez, Cardona-Rivera, Vance and Roberts, 2016)
! HONORABLE MENTION FOR BEST PAPER, CHI2016
Na
Ps
Chronology
Preferred!
122. •Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Comprehension
‣ Role-play
‣ Desire for Agency
•In the context of the Automated Design Problem
•Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Role-play
Example Science of Game Design
…
…
123. •Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Comprehension
‣ Role-play
‣ Desire for Agency
•In the context of the Automated Design Problem
•Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Desire for Agency
Example Science of Game Design
…
…
124. Pursuing Greater Agency
•Satisfying power to
take meaningful action
and see the results of
our decisions &
choices
•What is meaningful?
‣ The effect of feedback
‣ Some choices were
“greater agency” ones
(Murray 1997)
The Wolf Among Us
Achieving the Illusion of Agency
(Fendt, Harrison, Ware, Cardona-Rivera and Roberts, 2012)
or
v.
or
Na
Ps
125. Foreseeing Meaningful Choices
• Idea: Greater agency — greater difference
(greater meaning)
• Method: Measure choice story outcomes
‣ Formalize story content
‣ Define story content difference
‣ Compare choices through story content difference
Foreseeing Meaningful Choices
(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
Na
Ps
126. A Formalism of Story Content
• The Event-Indexing Model
‣ Consumers “chunk” story information into events
(Zwaan, Langston, Graesser 1995)
picks uppicks up disenchants
space
time
causal
goals
entities
space
time
causal
goals
entities
space
time
causal
goals
entities
Foreseeing Meaningful Choices
(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
Na
Ps
127. Story Content Difference
•Situation Vector
picks up
space
time
causal
goals
entities
Foreseeing Meaningful Choices
(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
Na
Ps
128. Story Content Difference
•Situation Vector
Foreseeing Meaningful Choices
(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
picks up
forest
time point 3
primary
wants excalibur
arthur, excalibur
Na
Ps
129. Story Content Difference
•Situation Vector
•Change Function
‣
Foreseeing Meaningful Choices
(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
picks up
forest
time point 3
primary
wants excalibur
arthur, excalibur
: SV ! [0, 5]
Na
Ps
130. Story Content Difference
•Situation Vector
•Change Function
‣
Foreseeing Meaningful Choices
(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
picks up
forest
time point 3
primary
wants excalibur
arthur, excalibur
: SV ! [0, 5]
picks up
forest
time point 1
primary
wants excalibur
arthur, spellbook
Na
Ps
131. Story Content Difference
•Situation Vector
•Change Function
‣
Foreseeing Meaningful Choices
(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
picks up
forest
time point 3
primary
wants excalibur
arthur, excalibur
: SV ! [0, 5]
picks up
forest
time point 1
primary
wants excalibur
arthur, spellbook
= 2
Na
Ps
132. Agency as Function of Outcomes
•Participants (N=88)
played custom CYOA
‣ 6 binary choices
•Answered 5-point
Likert prompts for
agency
•Page Trend Test supports our theory
= 0 6= 0(Vermeulen et al. 2010)
H0 : MdC0
= MdC5
= MdC3
= MdC1
= MdC2
= MdC1
HA : MdC0
< MdC5
< MdC3
< MdC1
< MdC2
< MdC1
Foreseeing Meaningful Choices
(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
Na
Ps
133. Agency as Function of Outcomes
Takeaway
Foreseeing Meaningful Choices
(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
Chronology
Na
Ps
134. Agency as Function of Outcomes
Takeaway
Foreseeing Meaningful Choices
(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
Na
Ps
Chronology
Inferences
135. Agency as Function of Outcomes
Takeaway
Foreseeing Meaningful Choices
(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
Na
Ps
Chronology
⇢ ,agency
136. •Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Comprehension
‣ Role-play
‣ Desire for Agency
•In the context of the Automated Design Problem
•Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Desire for Agency
Example Science of Game Design
…
…
137. Example Science of Game Design
•Managing the player’s
intent, which fluctuates
due to narrative
intelligence
‣ Comprehension
‣ Role-play
‣ Desire for Agency
•In the context of the Automated Design Problem
…
…
139. What are examples
of work in this
area?
• Modeling Story Comprehension through
Artificial Intelligence
• Modeling Role-play as a Preference over
Actions
• Modeling Agency as a Function of Choice
Outcome Differences
143. Fidelity for Designed Purpose
•How much display
fidelity is enough?
•How much display
fidelity is enough
for X purpose?
144. Fidelity for Designed Purpose
•How much display
fidelity is enough?
•How much display
fidelity is enough
for X purpose?
•How much Y fidelity is
enough for X purpose?
145. Fidelity for Designed Purpose
•How much display
fidelity is enough?
•How much display
fidelity is enough
for X purpose?
•How much Y fidelity is
enough for X purpose?
‣ A Design Space
Scenario
Interaction
Display
147. Increasing Participation in Game
Design
•Photography used to require significant
expertise
•The digital camera changed that
•What is the Digital Camera of Games
148. What are some open
challenges in the Science of
Game Design?
149. What are some open
challenges in the Science of
Game Design?
• Fidelity for Designed Purpose
• Understanding the Role of
Inferencing & Expectations
• Digital Camera of Games
150. Recap
• What is a Science of Game Design and why
bother?
• What are examples of work in this area?
• What are some open challenges?
Takeaway: A Science of Game Design is
socially relevant, important, and meaningful
Rogelio E. Cardona-Rivera, Ph.D.
Assistant Professor and Director, QED Lab
University of Utah
rogelio@cs.utah.edu
@recardona