Comme il Faut 2: A fully realized model for socially-oriented gameplay

Slides:



Advertisements
Similar presentations
CS 4730 Defining Formal Elements CS 4730 – Computer Game Design.
Advertisements

Confident Communication: Being Direct, Honest and Self-Assured in Graduate School Noah M. Collins, Ph.D. Staff Psychologist University of Maryland Counseling.
Cyberbulling: Crossing the Line
Leadership Development Nova Scotia Public Service
Expressiveintelligencestudio Noah Wardrip-Fruin Computational Media Toward Deeper Interdisciplinary Engagement Associate Professor, Computer Science.
EXPRESSIVE INTELLIGENCE STUDIO Artificial Intelligence and the Future of Games UC Santa Cruz School of Engineering 12 October 2007.
EXPRESSIVE INTELLIGENCE STUDIO The Future of Gaming Unfolding the Future of Interactive Storytelling UC Santa Cruz School of Engineering
Towards A Multi-Agent System for Network Decision Analysis Jan Dijkstra.
Mr. Le’s Health Class.  Describe how decisions affect your life and others.  Identify the benefits of setting goals  Identify the traits of good character.
Intercultural Communication Carolyn Petersen. Workshop Objective: To deepen participants’ understanding of intercultural competency and gain insight into.
FROM CONFLICT TO RESOLUTION. Outcomes Reflect on their personal response to difficult people and conflict Recognize the range and styles in which difficult.
The unseen core of every human group
Stepping Up To Prevent Violence Erin Strange, Violence Prevention Specialist – Oasis Program Melanie Fleck, Outreach Specialist Karen Johnston, Student.
Day 3. What is Conflict? 1. What is the difference between conflict and violence? 2. Identify situations that trigger conflicts between a teenager and.
FACS 56 life management getting along with others.
School & Society: 3 Perspectives1 The Relation of School to Society: Three School of Thought Functionalism –Schools socialize and adopt students to the.
Feelings Everybody has feelings. Feelings Everybody has Feelings! There are many ways to feel! Can you look at someone and know how they feel? Angry Sad.
Multi-Causal Comparative Thinking Comparative Grey-Area Thinking Reflective Thinking.
EOG Review Words to Know. Elements of Fiction Plot: the series of events in a story. Four stages of Plot: Exposition: introduce the characters and setting.
EXPRESSIVE INTELLIGENCE STUDIO Social Game Representation Josh McCoy.
Unit on Mrs. Frisby and the Rats of NIMH, Racso and the Rats of NIMH, and R-T, Margaret and the Rats of NIMH Noelle Wauer Spring 2005.
Personality.
Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 1: Games and Video Games.
LEADERSHIP BEHAVIORS AND PROCESSES
Interactive Storytelling via Intelligent Agents By Vincent Vuono CSC3990.
ExpressiveintelligencestudioUC Santa Cruz expressiveintelligencestudio UC Santa Cruz Prom Week GDC 2012 – AI Summit Josh McCoy and Mike Treanor.
Promoting young children’s readiness and ability to learn is a natural and vital priority to children’s lives however, it is also essential for children.
Lesson 3: Social Skills Vs. Social Thinking. Learn the difference between learning social expectations to fit different settings and learning to “think.
Behaviors, Attitudes and Skills Required for Positive Interactions with Others.
ECON 330 Lecture 17 Monday, November 25.
Hawthorn Effect A term referring to the tendency of some people to work harder and perform better when they are participants in an experiment. Individuals.
Mental and Emotional Health
Conflict and Negotiation
Ethical Decision Making
Ryan Andonian, Travis Brown, Devon Wyland, Noah Wardrip-Fruin
Prom Week Josh McCoy, Mike Treanor, Aaron Reed EGG 16 February 2012
Dramatic Elements Activities
Period 3 pp Biggest takeaways from “Communication and the Self”
Harcourt Journeys: Story Selection
I-Messages and Conflict Resolution
Boundaries and Personal Space
Ryan Andonian, Travis Brown, Devon Wyland
Josh McCoy, Mike Treanor, Ben Samuel, Brandon Tearse,
Prom Week Intro shot a screenshot.
Prom Week Josh McCoy and Mike Treanor GDC 2012 – AI Summit
Week 6 Agenda Review of last week’s lessons Homework Review
Requirements: Use Case Models and Narratives
Unit 1. First Impressions
Welcome Back! Warm up What is the difference between these two terms?
A Culture of Inclusion: Dismissing Discrimination
K-3 Student Reflection and Self-Assessment
Emotions Objectives: Students will identify primary emotions.
Personal Narratives How to write your own!.
Reverse Engineering and Professional Reviews
Emotional Strength Training 3
Microsoft Game Studios
Cognitive Processes and Personality
MMG101 Online Module Teacher's Manual
Project Research Primary – New Research
Applying Use Cases (Chapters 25,26)
Applying Use Cases (Chapters 25,26)
Relationships Chapter 8.
Use Case Modeling Part of the unified modeling language (U M L)
Decision Making, Character and Other Health Related Skills
POINT OF VIEW.
Factor Game Sample Game.
Introduction to Characterization
Social-Emotional Learning
 .
Lesson 8: Diverse Expression of Love
Presentation transcript:

Comme il Faut 2: A fully realized model for socially-oriented gameplay Josh McCoy, Mike Treanor, Ben Samuel, Brandon Tearse, Michael Mateas and Noah Wardrip-Fruin Greetings! I am Josh McCoy, a PhD student in the Expressive Intelligence Studio at UC Santa Cruz. I am presenting “Comme il Faut 2: A fully realized model for socially-oriented gameplay” which is research done with Mike Treanor, Ben Samuel, Brandon Tearse, Michael Mateas and Noah Wardrip-Fruin. Comme il Faut (CiF) is a playable computational model of social interactions designed specifically to allow autonomous characters to play social games. The design goal of CiF is to represent and reason over compelling social situations along with the variations of the resultant behavior that arise from different personalities being placed in similar roles.

Game Physics

CiF is Social Physics! Social Game A pattern of multi-character social interactions whose function is to modify the social state existing within and across the participants.

The gameplay is about the social story. The Prom About high school kids and their dramatic lives in the week leading up to their prom A storytelling game The gameplay is about the social story. Social puzzle game.

The Prom This early screenshot of the prom shows a few important facets of the game. The first is the level, or scenario, objective. [Scenario based] [Robert is selected] [relationship lines] [Edward is second selection] [social game buttons] [main ui Robert is selected] [options to show more social state]

Social Games The primary mode of interaction for The Prom Actions characters take to modify social state Example….

Debbie and Edward’s Angry Breakup

Why Debbie would want to break up with Edward She has the character trait of jealous Her sense of romance is low with him He did something that could be cheating And possibly many more reasons…

Being in accord with conventions or accepted standards; proper. Comme il Faut (CiF) as it should be Being in accord with conventions or accepted standards; proper. A computational model of social interaction Characters, relationships, social history, zeitgeist… Designed for player experience and not simulation Comme il Faut (CiF) is a playable computational model of social interactions designed specifically to allow autonomous characters to play social games. The design goal of CiF is to represent and reason over compelling social situations along with the variations of the resultant behavior that arise from different personalities being placed in similar roles. Authoring Strategy for Game-based Interactive Narrative

CiF’s Architecture

The Social Facts Database

The Cultural Knowledgebase

Social Networks

Resolution of social game

CiF’s Flow: Intent Formation

CiF’s Flow: Intent Formation

CiF’s Flow: Intent Formation

Preconditions Karen and Robert are dating. Robert cheated on Karen. Social game preconditions are used as a check to ensure that the game is possible in the social environment.

Initiator’s Volition via Influence Rules For: Responder cheated on Initiator. Responder cheated on Initiator with a friend. Initiator is has low confidence. Against: Initiator is a cheater. Initiator is not confident. Responder is aggressive. Initiator thinks Responder is really cool. Volition to play the game is strongly based on specific of personality traits.

Initiator’s Volition via Influence Rules For: Cheat(Responder) and Dating(Responder,Other) +20 Cheat(Responder) and Dating(Responder,Other) and Friend(Initiator, Other) +20 ~Trait(Initiator, Confidence) +20 Against: Status(Cheat, Initiator) -20 ~Trait(Initiator, Confidence) -20 Trait(Responder, Aggressive) -10 Cool(Initiator, Responder) > 70 -15

CiF’s Flow: Intent Formation

CiF’s Flow: Social Game Play

Responder’s Reaction For: Responder is inarticulate. Initiator did something bad to responder in the past Responder is a pacifist. Against: Responder is domineering. Responder has strong romantic feelings for Initiator.

Responder’s Reaction For: Trait(Responder, inarticulate) +20 Trait(Responder, Pacifist) +10 SFDB(Negative, Initiator, Responder)+20 Against: Trait(Responder, Domineering) -10 Romance(Responder, Initiator) > 60 -20

Choosing an Outcome Accept: Flavorless: Robert is a pacifist: Reject: romance/buddy down Karen has low confidence:

CiF’s Flow: Social Fallout

Social Trigger Rules Cheating Has a character been in two dating relationships with two other characters simultaneously? At a point in game time: Dating(X,Y) and Dating(X,Z) -> Cheat(X)

Social Trigger Rules Third Party Enmity Has someone the character does not like done something negative to a friend? Buddy(X,Z) < 40 and Friend(X,Y) and SFDB(Negative,Z,Y) -> Enmity(X,Z)

Lots of detail.

Design Tool

Design Tool

Future Work Polish The Prom. Incorporate feedback to improve CiF. Additional CiF capability: Planning over social games Role negotiation Deeper character personality models.