Professional Documents
Culture Documents
Overview
NPC psychology Typical NPC control architectures Social Science Relevant social computing research
NPC Psychology
Cognition
Thinking
Emotion
The sum of past events Many many different models possible Categorical vs. dimensional
Actors vs. Agents The usual suspects actor control General agent architectures Specialized agent architectures
Actors or Agents?
Actors
Not autonomous Actions are scripted/hard-coded Actors are directed Autonomous Not hardcoded Not rigidly directed
Agents
Usually:
Agent Architectures
Reactive/Reflex Triggering
Internal state self-awareness & memory Preferred states Goal importance: First-come, first-served Also, no plan preference Utility-value on goals, plans
Goal-based
Utility-based
Anytime
Agent Architectures
All of these have cognition Only utility-based has emotion (nonarbitrary plan-selection)
Emotion as decision-making
If cognition and emotion are separated, decision-making cannot occur in a nonarbitrary fashion
Soar
H-CogAff
EXCALIBUR
Anytime-based Concerns:
being-in-the-world
Perception & Reaction Knowledge base Plans -> actions Plan generation
Reasoning
One of the architectures has emotion (Soar) One even has personality (HCogAff) But none of these architectures really consider social systems
Social Science
NPCs should consider social stimuli as well as physical stimuli when making decisions
Attitudes:
Faking it with reputation systems Remembered interaction histories Change of attitude The flow of opinion
Group influences:
Reputation Systems
i.e. Fable, Thief: Deadly Shadows, Ultima Online, NPC opinions of player No opinions about other NPCs No individual opinions (sometimes groups) Immediate and global
Reputation Systems
Tomlinson & Blumberg (2002) Every new interaction with a stimulus changes the way we feel about that stimulus
Key elements
Current emotional state Current object of interest Emotional memory (per object)
Attitude Change
Prendinger & Ishizuka (2002) Attitude: a disposition to like/dislike something (or someone, or some place, )
Attitude Change
Previous attitude Weight of emotional events Recency of emotional events Current events
Momentary vs. Essential like/dislike Momentary event is integrated with previous attitude Essential event replaces previous attitude
Opinion flow Peoples opinions are not static they may change depending on new events, peer opinions, etc.
Alignment (steer towards avg. heading) Cohesion (move to avg. position) Separation (avoid crowding) Field of vision
Alignment steer opinion towards avg. group opinion Cohesion steer opinion towards avg. opinion of people of respect Separation steer opinion away from avg. opinion of people of contempt Field of vision tie connectivity score
A high level architecture for believable social agents Social roles, social roles, social roles!
A coherent set of standard behaviours (plans) Multiple exist in single individual Are a way of adapting to a situation Can inherit from other social roles (i.e. woman, mother) Are associated with other social roles (i.e. mother, father)
Role switching through activation energy Role activation energy associated with:
Initial role weight Locations Times Locality to associated roles (i.e. mother/father)
Values
pursuit of an ideal abstract state (because I am honest.) A classifying criteria (because hes a crook.) Action-selection based on being right, not being successful
Cognitive module
Active role? Belief generation selects behaviour by weighing beliefs/values Inference engine, world view
Social reasoner
Type identifiers
The RRS
Elements:
AI Controller
Relationship Network
The RRS
Summary
NPC Psychology
NPC control
Attitudes, group influences, social roles, world view, etc., integrating mood, personality, & social networks
The End
Questions?