the ai babysitter
DESCRIPTION
The AI Babysitter. Book Learnin’. University of Chicago BA in General Studies Masters work in AI & Information Systems Northwestern University PhD work in AI: Robotics & Video Games. Street Smarts. Game Design and Tuning Workshop Indie Game Jam/Experimental Gameplay Workshop - PowerPoint PPT PresentationTRANSCRIPT
The AI Babysitter
Book Learnin’
University of ChicagoBA in General StudiesMasters work in AI & Information
Systems Northwestern University
PhD work in AI: Robotics & Video Games
Street Smarts
Game Design and Tuning Workshop Indie Game Jam/Experimental
Gameplay Workshop IGDA Education Committee Currently: Lead Designer: MySims
The Designer-Player Relationship
Designer
Player
GameCreates Consumes
The Designer-Player Relationship
AI
Player
GameCreates Consumes
A Formal Model of“Game Consumption”
Rules “Fun”System Behavior
The MDA Framework
Mechanics AestheticsDynamics
Our Task
Hide-and-seek game CMU: “Woggles”
Tag the T
Our Task
Hide-and-seek game Can be played from both perspectives
the babysitterand the child
Simple, 3 room environment
Our Map
Avatar: Babysitter
Moves Speaks Extra Moves? Why?
Eight Kinds of "Fun"
1. SensationGame as sense-pleasure
2. FantasyGame as make-believe
3. NarrativeGame as drama
4. ChallengeGame as obstacle
course
5. FellowshipGame as social
framework6. Discovery
Game as uncharted territory
7. ExpressionGame as self-discovery
8. SubmissionGame as pastime
The Dynamics of Hide and Seek
exci
tem
ent
exhaustion
The Babysitter
What kinds of fun? What kinds of AI?
Technical Details
Waypoints? Obstacle detection? Cover points?
Seek!
Brainstorm: 5 behaviors Babysitter (NPC)Baby (PC)
Prototype/Play/Discuss Goal: Clearly understand mechanics,
dynamics, aesthetics of this design
Our Map
Results?
What makes playing with the babysitter fun?
New Constraints
Player = babysitter What kinds of fun? What kinds of baby AI?
AI : Baby
Reconsider:Hiding behaviors
AI : Baby
Reconsider:Hiding behaviors“Tells”
AI : Baby
Reconsider:Hiding behaviors“Tells”Group goals?
AI : Baby
Reconsider:Hiding behaviors“Tells”Group goals?Pacing and Flow
Seek!
Brainstorm: What changes? Babysitter (PC)Baby (NPC)
Prototype/Play/Discuss How has the player experience
changed?
Hunter vs. Hunted
What makes playing with the babies fun?
Baby AI
Advanced abilities and moves?
Technical Details
Waypoints? Obstacle detection? Cover points?
Technical Details
Waypoints? Obstacle detection? Cover points? World view?
Technical Details
Waypoints? Obstacle detection? Cover points? World view? Competition?
But Wait – There’s More!!
Full-blown simulation of tag Multiple Babies “Real Strategic Gameplay” Showcase character AI.
Baby AI
What does it look like NOW?
Reality is Expensive
Can’t do it all by hand! Consider “style” or “personality”
Easier to recognize/predictDifferent targets require different skills
This means more granularity – more complex representation.
Fidelity
Hiding How much cover is the fern...as
opposed to the closet or under the table?
Do AIs perceive others and plan around them?
Do they track the babysitter? What if they can turn on and off lights?
Scale
Did your design scale when player character changed?
Does it scale when the aesthetic itself changes?
Is it still funTo desginTo play
Other Thoughts?