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7.26.04 AAAI Workshop Challenges in Game AI Robin Hunicke Northwestern University AI for Dynamic Difficulty in Games

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7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

AI for Dynamic Difficulty in Games

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Early work

Interactive installations Stories that users participate in Interacting as expression

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Fall 1999

AAAI Narrative Intelligence Symposium Students from Parsons/NYU RE:Play

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

The Wheel

Set in a prison Rigid structure? Narrative – monolog & notes Factional

Actions result in global change Persistence = consequence Consequence = drama!

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Too Big

Lots of great ideas Erving Goffman Character and Personality Disorders NPR for emotional impact

Needed to graduate someday

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

2000

GDC Flexbot Build a mod… “Fix” multiplayer experience

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Ghostbot

Gladiator fiction Patrons donate items to favorites As long as you have one… …you can live!

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Sucked!

Bots: “Like White On Rice” Novice players

Live longer … seemingly forever

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

2001

Game Design & Tuning Workshop MDA of Multiplayer

Challenge Sensation Drama

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Oops!

Knee-capped multiplayer Removed challenge Rewarded failures Flattened the tension arc

…probably easy for experts to “game”

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Design Tools at Work

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Multiplayer Revisited

Fun because it’s people Training up = part of the challenge Frustration is still a factor Why do we keep playing?

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Challenge

Too Difficult

Too Easy

FlowChannel

LowSkill

HighSkill

increasing skill

incr

easi

ng

ch

alle

ng

e

M. Csikszentmihalyi

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Training

New tasks

Simple Goals

FlowChannel

Beginner skills

Skill increase

increasing skill

incr

easi

ng

ch

alle

ng

e

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

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

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Engagement = Cyclical

Each challenge = new flow channel trip Understand and control those cycles?

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

                 

                            

Opponent Process Theory

Comfort (steady state) is discouraged Sitting cross-legged “Pins and Needles”

Applied to vision, emotion, body chemistry

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

                 

                            

Solomon & Corbit

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Failure

Success

10sec.

10min.

1hr.

10hrs.time

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Flux vs. Flow

Regulating this feedback Engineering chaos, then calm Keeps the player “engaged”

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Game Difficulty

Typically static at run-time Flow happens – but only for a niche

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Experiencing Flow

How can we expand the flow channel? Include “just folks” and “gamers” alike? How can AI help?

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Adjusting Game Difficulty

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

FPS as a Base Case

Obstacle

Enemy

Search

Object

Spawn

Win (or retreat)

Die

Fight

FindFind

Solve (or not)

Get (or not)

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Goal

Avoid “flailing”:

flailing = repeatedly edging towards a state where current means do not support necessary and immediate ends.

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Inventory Theory

Flow In Flow OutInventory Level

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Health

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Health

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Health

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Basic Steps

Notice when a player is flailing Determine which changes can be made Execute changes as seamlessly as possible

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

In A Nutshell

Look at Player Inventory Current obstacles Performance over time

Generate projected probability of failure Adjust accordingly

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

AI View of this Process

Game Play Session

User Model

Action Planner

observations

actions

conditions

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Dynamic Systems View

Game Play Session

State Estimator

Control Policy

observations

actions

states

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Estimation

Estimate probability of getting hit Average measurements over time Add a fudge factor to value new estimates

over old ones

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Control

Regulator keeps system within a specified range low varience

Tracking System keeps the system within a range that changes

over time high varience

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

And so…

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Hamlet

Half Life/Case Closed mod Monitor game statistics Predict failure/death Define adjustment actions and policies Execute those actions and policies

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Game Chart

Some C# and C++ widgets Display data Play session traces “Knobs” to “Frob”

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Aesthetic Goals

Ramping challenge Responsive reward Sense of mastery

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Existing Dynamics

Enemies increasing number increasing strength increasing accuracy increasingly variable behavior increasingly “intelligent” or tactical behavior Increased frequency of surprise attacks

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Tweakable Mechanics

Available health Available ammunition Enemy Type/HP/Accuracy Weapon Type/Strength/Accuracy # of Targets Distance

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Other Considerations

Terrain/Lighting/Cover Group Movement Player’s Accuracy/Progress Player’s internal state

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Two Simple Policies

Novice case Expert case Scale between them?

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Novice Policy

“Comfort Zone” Regulator Babysitter Trial and error

Steady supply, consistent demand

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Expert Policy

“Discomfort Zone” Tracking System Boxing coach or Drill Sergeant Ramping challenge

Sporadic supply, high but erratic demand

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Could you do better?

Best policies? More robust policies? Other factors?

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

“Even a little better is better”

10% less work

10% more fun

... or both!

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Thanks

Ian & NWU crew Michael, Phoebe and NI/CTP crew Looking Glass Mafia

7.26.04 AAAI WorkshopChallenges in Game AI

Robin HunickeNorthwestern University

Questions?