neuroticism – a competitive advantage (also) for ivas?

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2007-09-17 1 Austrian Research Institute for AI (OFAI) - IVA 2007 Paris Neuroticism – a competitive advantage (also) for IVAs? Christoph Hermann 1 , Helmuth Melcher 1 , Stefan Rank 1 Robert Trappl 1,2 [email protected] 1 Austrian Research Institute for Artificial Intelligence http://www.ofai.at/ 2 Institute for Medical Cybernetics & AI Center for Brain Research Medical University of Vienna http://www.ai.meduniwien.ac.at/

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2007-09-17 1Austrian Research Institute for AI (OFAI) - IVA 2007 Paris

Neuroticism – a competitive advantage (also) for IVAs?

Christoph Hermann1, Helmuth Melcher1, Stefan Rank1

Robert Trappl1,2

[email protected]

1Austrian Research Institutefor Artificial Intelligencehttp://www.ofai.at/

2Institute for Medical Cybernetics & AI Center for Brain Research

Medical University of Viennahttp://www.ai.meduniwien.ac.at/

2007-09-17 2Austrian Research Institute for AI (OFAI) - IVA 2007 Paris

Current situation

Market for interactive games on PCs, game consoles, mobile phones is booming

Semi-intelligent agents steer virtual actors

Simple “personality structure”:motivation is to win fast

Human player only challenged with respect to rational, strategic behaviour

2007-09-17 3Austrian Research Institute for AI (OFAI) - IVA 2007 Paris

Hypothesis

Question:Is it possible to increase the attractiveness of games by emotionally and/or partially “neurotically” acting agents?

Necessary condition:Playing strength of this agentnot (much) worse than “rational” one

Procedure:Create an emotional botfor a real-time strategy gamethat can also act “neurotically”

2007-09-17 4Austrian Research Institute for AI (OFAI) - IVA 2007 Paris

Bot during final attack

2007-09-17 5Austrian Research Institute for AI (OFAI) - IVA 2007 Paris

Game: Age of MythologyReal-Time Strategy (RTS)

Economic and military build-up, fighting

Scripting system for the Game AILow-level action (unit movement) availableStandard AI exerts control using predefinedhigh-level scriptsSensory information: position/status of visible units,environmental features

2007-09-17 6Austrian Research Institute for AI (OFAI) - IVA 2007 Paris

Personality and Emotion Model

Emotion model based onBig-Five personality traits (OCEAN)Emotion-Connectionist modelOCC model

Influence of restrictions of scriptsCalculated state variables:Pleasure / Pain, and Clarity / ConfusionChange in emotion is the result of an environmental factor, a perceptionStrength of emotional change is influenced by the personality

2007-09-17 7Austrian Research Institute for AI (OFAI) - IVA 2007 Paris

Personality and Emotion Model

2007-09-17 8Austrian Research Institute for AI (OFAI) - IVA 2007 Paris

Character types

Four bot variants with different personality parameters:defensive, aggressive, normal and neuroticExample: Influence of “Neuroticism”

High:irrational assessment of resource valuee.g. amount of available timber is overestimatedtendency to resort to extreme playing styles:aggressive vs. defensive

Low:rational adjustment of assessed resource valueuse game statistics unchanged

2007-09-17 9Austrian Research Institute for AI (OFAI) - IVA 2007 Paris

Evaluation

Bot-versus-bot setup:The four defined character types against the default Age of Mythology AI script

Conditions:− Two players− Odin’s Vikings− Difficulty “hard”− Strategy “normal”− Map “Alfheim”

Each character setting completed 7 test games

2007-09-17 10Austrian Research Institute for AI (OFAI) - IVA 2007 Paris

Each character version scored a minimum of 6 wins out of 7 matches, altogether 26 wins out of 28 games (p<0,0001) → Playing strength at least 232 Elo points higher than the default Age of Mythology AI script

Test results

31:45 min7 : 0Neurotic40:34 min6 : 1Normal35:17 min6 : 1Defensive44:35 min7 : 0Aggressive

Average winning timeWins : LossesSetting

In this specific situation, neuroticism is acompetitive advantage for an IVA

2007-09-17 11Austrian Research Institute for AI (OFAI) - IVA 2007 Paris

Further work

Further improve playing strength

Adapt an appraisal model of emotion for the specific environment of RTS games

Test attractiveness of emotional, especially “neurotic” bots in games with human opponents

The End

Thank you for your attention!