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Published byGwendoline McKenzie Modified over 9 years ago
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Adventure(?) Games Workshop on AI planning in games
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Games Sherlock Holmes and the secret of the silver earring –Traditional point and click adventure –Talk to people, pick up and combine objects –Linear narrative –Static world
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Games Fahrenheit –Non traditional –Dynamic world –Time pressure –Action scenes –Can die –Non-linear narrative –Multiple player characters with conflicting goals
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What makes them good? Sherlock Holmes –Failure is impossible –Satisfaction of solving logical puzzles –Strong narrative with engaging recognizable characters Fahrenheit –Predictable, consistent world –Must react to a dynamic world –Meaningful graphics –Characters seem alive
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What makes them bad? Sherlock Holmes –Very slow moving –Lots of effort, not much pay-off –Statues as NPCs –Repeated dialogue Fahrenheit –Trial and error,not puzzle solving –Too fast, especialy for novice users –Just too depressing
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Planning to improve gameplay Changing player goals according to current knowledge Smart assistant to help you out, using planning to make suggestions for the player Determine narrative using a planner ahead of time Plot/dialogue changes as player knowledge changes
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