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Q&A Session with Game Developer Q&A Session with Game Developer

Q&A Session with Game Developer - PowerPoint Presentation

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Q&A Session with Game Developer - PPT Presentation

Received the information offered Interested Email me Any commentsdiscussion about the QampA session Do you think it was worthwhile Administrative Game Design Analysis Deadline written document ID: 254493

game information player feedback information game feedback player games systems room adjustment negative state output unit leadingcar distance positive

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Slide1

Q&A Session with Game Developer

Received the information offered.

Interested? E-mail me

Any comments/discussion about the Q&A session?

Do you think it was worthwhile?Slide2

Administrative: Game Design Analysis

Deadline

written document:

November 18

th

in class

,

PRINTED!

Deadline PowerPoint presentation:

November 17

th

until 6AM

(EST time) has to be e-mailed to

instructor

If

you haven't done so, start working on this now!

Don’t improvise, don’t wait until the last minuteSlide3

Administrative

Test # 2: Friday November 8

th

.

It covers:

All of Unit 2 in the book

All topics we covered in the lectures after Test # 1

Similar in style to Test #1

Meaning you really have to study (1) and (2) above

Idea: work on Game Design Analysis o help prepare for the test

Don’t improvise/wait for the last minute to studySlide4

Games as Information Systems

(Ch. 17)Slide5

“information

” in Information Systems

From the perspective of

Information Theory

(Ch. 16), information is a non-semiotic artifact

In contrast, for

Information Systems

, “

information”

has meaning. Includes everything from data to knowledgeUnder this view games put information at playClassical Example:

The constitutive rules of poker can be viewed as a game where inference is made from imperfect information

Another

exampleSlide6

Kinds of Information in a Game

Information known to all players

Information known to only one player

Information known to the game only

Randomly generated information

(

clip from Civilization

IV)Slide7

Economy of Information

Crucial game design question: how much information you

are going

to show to the

player?

Hiding information is a good way to caught players interest.

Example of hidden information that is revealed while playing:

State information in imperfect information games.

Fog of war

Plot

Adventure games

Player skills

RPG games

Rules of the game

Learning through playSlide8

Games as Cybernetic Systems (Ch. 18)Slide9

Cybernetics

Resulted from Information Theory (Ch. 16) and Information Systems Theory (Ch. 17

)

Focus on how dynamic systems change over

time

Cybernetics is used to study organizations

Large companies

Governments

Cybernetics is also used in Operations Research and Machine Learning

Basic principle: output-

feedback

-adjustmentSlide10

Elements of a Cybernetic System“The feedback Loop”

Environment

Comparator

Sensor

Activator

AC-unit-in-a-room

example

Heater-unit-in-a-room example

feedback

adjustment

outputSlide11

Kinds of Feedback

Example of each for the AC-unit-in-a-room example

Negative

: temperature(room) > 75

then activate

cooler

Positive

: temperature(room)

>

75

then activate

heaterSlide12

Simple Cybernetic Design

Lets combine two feedback loops that maintains the temperature in a room stays between 65

and 75

We have

an AC unit and

We have a

heater

Lets do one that maintains the temperature in a room at 70

. Same conditions as beforeSlide13

Example of “this stuff” in games?

Positive/negative feedback in games

?

An example of

positive

feedback

An example of

negative

feedbackSlide14

Feedback

Loops

in Games

(

Marc LeBlanc)

Environment

Comparator

Sensor

Activator

feedback

adjustment

output

Game state

Game mechanical bias

Scoring function

Game Controller

Game state

Information known to all players

Information known to only one player

Information known to the game only

Randomly generated informationSlide15

Example of negative Feedback: Downforce

http://www.youtube.com/watch?v=37g5uNwmqz4

http://www.youtube.com/watch?v=z-OQzqUdbs4

Negative:

Simulated

momentum vs

. player

AI lets itself catch-up if you are loosing

AI catches up if you are winningSlide16

AI lets itself catch-up if you are loosing

feedback

adjustment

output

Game state

Game mechanical bias

Scoring function

Game Controller

Position of autos

Configuration of track

Player loosing? Formally:

Distance(player, finish) > Distance(leadingCar, finish)

Player position, leadingCar position

Formally: Distance(player,finish), Distance(leadingCar,finish)

Slow down leading-car

Formally:

speed(leadingCar)

speed(player)

f(

Distance(player, leadingCar) Slide17

Simulated gravity vs player control

feedback

adjustment

output

Game state

Game mechanical bias

Scoring function

Controller

Position of autos

Configuration of track

speed…

Player going out of road?

Player direction

Road direction

Steer car towards roadSlide18

Mortal Combat: combo

feedback

adjustment

output

Game state

Game mechanical bias

Scoring function

Controller

Health Points player

Health points opponent

Disabled (Yes, No)

Opponent situation (chance for next combo, no chance)

Disabled = Yes

Opponent situation = chance for next combo

Disabled,

Opponent situation

Disabling attackSlide19

Using F

eedback Loops:

Difficulty Levels

Brigette

Swan

Adaptation to the quirks and habits of a particular player over

time: reinforcement learning

Many games implement difficulty sliders.

Common:

start early levels easy

More difficult as game progressesDifficulty can be

amount of information available!

Dynamic Difficulty Adjustment (DDA)Slide20

Dynamic Difficulty Adjustment (DDA)

-- The Oblivion Controversy

Idea: adjust game so that it remains challenging (negative feedback)

It is an RPG game like say Diablo but…

As your avatar levels so do all mobs in the game

So for example you “clean” a dungeon at level 1 killing some rats, at level 10 those rats will be armored and will hit much harder

Does it still have meaningful play as a result?Slide21

Use of Feedback in Games

(

Marc LeBlanc)

Stability

:

Negative feedback stabilizes a game

Positive feedback destabilizes a game

Game duration

Negative feedback can prolong a game

Positive feedback can end it

Success:Positive feedback magnifies early success

Negative feedback magnifies late onesControl:Feedback systems can emerge from gamesFeedback systems can take control away from gamers… and result in lost of meaningful play!

Examples?Slide22

Announcement: Talk Tomorrow

"Building a science of narrative: Computational contributions to the study of stories and their telling"

R. Michael Young

Professor, Department of Computer Science

North Carolina State University

Tuesday, October 29, 4:00 PM

Lewis Lab Room 316