the case for dynamic adjustment robin hunicke northwestern university june 24, 2005
Post on 21-Dec-2015
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TRANSCRIPT
Background
University of Chicago Interdisciplinary Studies Autobiographical Narrative Memory, Cognition, AI
Northwestern University Reactive Robotics Simulation and Games Art & Technology
Also…
IGDA Education Committee WomenDev
Games Indie Game Jam Experimental Gameplay Workshop GDC, etc
So…
Confront technical problems Consider the design perspective Facilitate interdisciplinary dialog Diversity, diversity, diversity
Dream Scenario
Engaged Students Solving problems Analogizing Extrapolating Moving forward
… in the (digital) context of their choice
Reality
Engagement is hard Curriculum design is hard Computers are stupid Software is expensive
Time Money Creativity Planning
Scope
Fully interactive Agents/Narrative Knowledge-rich training applications Granular simulations/systems Video games
Significant physical simulation Little knowledge and training Fixed narrative Remedial agents
Games: A View
Some rules Affordances, mechanics
Some simulation Dynamics or “gameplay”
Some agents Create obstacles Deliver information
All: React to the player
Game AI
Typically Improve the agents
Reactions to simulation Each other Player
Alternately Build new systems
Natural Language Drama Manager
Or…
Systems for dynamic adjustment Track state Observe patterns Adjust accordingly
In particular Difficulty
The player’s experience of challenge and triumph at the controls.
Flow
Too Difficult
Too Easy
FlowChannel
LowSkill
HighSkill
increasing skill
incr
easi
ng
ch
alle
ng
e
M. Csikszentmihalyi
Tennis
Backhand?
Beat Your Boss?
FlowChannel
Hit the ball?
Volley for 3 hours in hot sun?
increasing skill
incr
easi
ng
ch
alle
ng
e
Training
New tasks
New Goals
FlowChannel
Newskills
ImprovedSkill
increasing skill
incr
easi
ng
ch
alle
ng
e
Engagement = Cyclical
Each challenge = new trip Designer and Player
Understand these patterns Control them
FPS as a Base Case
Object
Enemy
Search
Obstacle
Spawn
Win (or retreat)
Die
Fight
FindFind
Get (or not)
Solve (or not)
Die
Gameplay Mechanics
Health Ammunition Enemy Type/HP/Accuracy Weapon Type/Strength/Accuracy # of Targets Distance
Enemy Dynamics
Number Strength Accuracy Variability in behavior
intelligence tactical behavior surprise
Games are Didactic
Pleasure comes from mastery Design reinforces learning curve Genre-based cues
crates and sewers health and bosses
Games are Didactic
Pleasure comes from mastery Design reinforces learning curve Genre-based cues
crates and sewers health and bosses
Resistance to DDA is understandable
Simulation at the helm
Forumla-1 Racing The “better” it is, the harder it is New players excluded Adjustment can change this
In A Nutshell
Look at Player Inventory Current obstacles Performance over time
Generate projected probability of failure Adjust accordingly
Estimation
Estimate probability of getting hit Average measurements over time Monitor and intervene when necessary
Continuous observation Choice of control
Single-instance tweaking Systematic tweaking
Something for Everyone
“Comfort Zone” Regulator Babysitter Trial and error Steady supply, consistent demand
Something for Everyone
“Discomfort Zone” Tracking System Boxing coach or Drill Sergeant Ramping challenge Sporadic supply, intense but erratic demand
Hamlet
Half-Life mod Monitor game statistics Predict failure/death Define adjustment actions and policies Execute those actions and policies
Base Case for evaluation Many options for adjustment Chose simplest one
Expected Shortfall
In a nutshell: For all “on deck” monsters Sum damage and squared damage Compute and of damage per class Calculate probability of death If needed – adjust!
ERF
h = current player health = all on deck monsters t = look ahead (300 ~ 10 seconds)
11 12 2
h terf
t
,
Right now
Comfort zone 30% or greater chance of death 15 points of health per intervention
Reported directlyNot supported by the “in game fiction”
Interventions per look aheadThreshold (avoid meddling)Currently pace-dependent
ERF and Health
ERF
0.00E+00
2.00E-02
4.00E-02
6.00E-02
8.00E-02
1.00E-01
1.20E-01
0 50 100 150 200 250
ERF
Health
0
10
20
30
40
50
60
70
80
90
100
0 50 100 150 200 250
Health
Testing
40 users Play the game Fill out a form
1-5 scales with 1 and 5 labled Some self-reporting
Half adjusted Single-blind
Enviornment
Case Closed (mod of Half-Life 1) Dell Dimension 8200 1.8 megahertz Intel Pentium processor 1 gig RAM, NVidia GeForce3 graphics card
125,000 CPU cycles average of 69 microseconds per tick 0.6 microseconds for the ERF calculation
Summary
People live longer, get farther Low correlation between
how often it adjusts how often people perceive adjustment no correlation between perceived adjustment and actual adjustment methods
Experts
Dying less - not mad about it No change in perception of difficulty Assumption
I’m kicking ass!
Novices
Living longer – not necessarily happier Taste in games/activities Typically negative from the beginning Perception
I suck!
Slightly Off Topic
Health meter Simons/Resnick
Gorilla Scene evaluation/replacement
Ballart et al Blocks
Intille Ubi-comp
Slightly Off Topic
Change Blindness Simons/Resnick
Gorilla Scene evaluation/replacement
Ballart et al Blocks
Intille Ubi-comp
Design mitigates disruption, use it!
Design for adjustment
Levels Layout Maps
Dynamics (Enemies) Off screen enemies Dynamically constructed obstacles So on
Mechanics (Weapons/Attacks/Powerups)
Programming
Engine Hooks for constant monitoring Data gathering and evaluation Spontaneous/Remote control Dynamic Content
Baby Steps
Fully realized, “aware” or “context sensitive” games/applications a ways off
Starting at the bottom… …but we can make progress!
Connect
www.cs.northwestern.edu/~hunicke/
www.igda.org www.indiegamejam.com www.experimental-gameplay.org