The AI in charge of the game experience Ryan PERGENT Rpergent Procedural Design PCG NUMBERS ASSET COMPUTER DATA CONTENT RULES What do I want the player to feel When PCG vs Human Content ID: 483741
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Slide1
Procedural Design
The AI in charge of the game experienceSlide2
Ryan
PERGENT
@RpergentSlide3Slide4
Procedural DesignSlide5
PCG
NUMBERS
ASSET
COMPUTERSlide6Slide7Slide8Slide9
DATA
CONTENT
RULESSlide10
What do I want
the player to
feel
?
When
?Slide11PCG vs Human Content
Large contentFast generationVisible patterns
Personality
Intention
Slow
PCG
HGCSlide12
Designing an AI
For PCGSlide13Designing a Good AISlide14Slide15Slide16
Understand
Deconstruct
the Human process
to small piecesSlide17
STORY GENERATION
PRACTICAL CASESlide18
✔
Creative AI:
Minstrel
Actor: Knight
Type: Health
Object: Knight
Value: Dead
Actor: Knight
Type: Health
Object:
???
Value: Dead
Actor: Knight
Type: FIGHT
To: Knight
Object: Sword
Type: Health
Object:
Knight
Value: Dead
Actor: Knight
Type: FIGHT
To: Troll
Object: Sword
Type: Health
Object:
Troll
Value: Dead
Trans.
Adapt
Intends
Intends
Intends
Intends
RecallSlide19Necessity of limitations
To solve: Knight
gives
the
princess something to make her happyTransform: Knight gives ??? to XXX to make them happy
Recall:
Knight
gives
the troll
a
hunk of meat
to make it happyAdapt:
Knight gives the princess
a hunk of meat to make her happySlide20Designer AI: Harnessing Minstrel
Interesting
Logical
≠Slide21https://www.youtube.com/watch?v=Hhk4N9A0oCASlide22
Twist
New challenges
Conclusion
Change
Call to adventure
Development
IntroductionSlide23
Twist
New challenges
Conclusion
Change
Call to adventure
Development
Introduction
Player has a friend, Q
Q get poisoned by S
Player decides to Heal Q
Player meets allies
Q Betrays Player
Player must choose Revenge/Forgive
EndSlide24
The
AlgorithmSlide25
trigger
consequence
Objective
Motivation
Action
AgentSlide26
Twist
New challenges
Conclusion
Change
Call to adventure
Development
Introduction
✔Slide27
QSlide28
Twist
New challenges
Conclusion
Change
Call to adventure
Development
Introduction
✔
✔Slide29
Poison
Q
Sickness
consequence
Call Causer (S)
Revenge
Defeated by Q
trigger
Action
Motivation
triggerSlide30
Target -> Sick
consequence
Poison
Call
Causer (S)
Revenge
Q
Defeat
trigger
✔
Call to adventureSlide31
Change
Call to adventure
Development
Twist
Introduction
New challenges
Conclusion
✔Slide32
Change
Call to adventure
Development
Twist
Introduction
New challenges
Conclusion
✔
Q
HealSlide33
Change
Call to adventure
Development
Twist
Introduction
New challenges
Conclusion
✔
Friend
Friend
Lover
Friend
LoverSlide34
Change
Call to adventure
Development
Twist
Introduction
New challenges
Conclusion
✔Slide35
Q
Kill
Twist
Q
HealSlide36Twist
Q
Kill
Revenge
Betrayal
Action
✔Slide37Twist
Q
Kill
Revenge
Betrayal
Kiss lover
✔Slide38
Call to adventure
Change
Development
Twist
Introduction
New challenges
Conclusion
✔
Q
Kill
✔
Q
Kiss loverSlide39
Call to adventure
Change
Development
Twist
Introduction
New challenges
Conclusion
✔Slide40What does this method bring?
Human Model
Quality over quantity
Already applicableSlide41Overlooking the experience throughoutSlide42Slide43Slide44
Implementation
IncarnataSlide45To go furtherSlide46
QUESTIONS &
ANSWERS
@Rpergent |
incarnata-game.com