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Procedural Design Procedural Design

Procedural Design - PowerPoint Presentation

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Uploaded On 2016-11-02

Procedural Design - PPT Presentation

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

twist call introduction adventure call twist adventure introduction development change conclusion challenges knight type player revenge friend intends lover

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Presentation Transcript

Slide1

Procedural Design

The AI in charge of the game experienceSlide2

Ryan

PERGENT

@RpergentSlide3
Slide4

Procedural DesignSlide5

PCG

NUMBERS

ASSET

COMPUTERSlide6
Slide7
Slide8
Slide9

DATA

CONTENT

RULESSlide10

What do I want

the player to

feel

?

When

?Slide11
PCG vs Human Content

Large contentFast generationVisible patterns

Personality

Intention

Slow

PCG

HGCSlide12

Designing an AI

For PCGSlide13
Designing a Good AISlide14
Slide15
Slide16

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

RecallSlide19
Necessity 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 happySlide20
Designer AI: Harnessing Minstrel

Interesting

Logical

≠Slide21
https://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

HealSlide36
Twist

Q

Kill

Revenge

Betrayal

Action

✔Slide37
Twist

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

✔Slide40
What does this method bring?

Human Model

Quality over quantity

Already applicableSlide41
Overlooking the experience throughoutSlide42
Slide43
Slide44

Implementation

IncarnataSlide45
To go furtherSlide46

QUESTIONS &

ANSWERS

@Rpergent |

incarnata-game.com