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What is a Research Game?

A number of people asked me to post my introductory slides from the “What is a Research Game” session at the Game Developers Conference yesterday. Here they are with my presenter notes.

Well, what is the current role of games in universities? Here’s the stereotype: Social scientists still talk with people, but now those people are WoW players, Humanists still think deep thoughts, but now they’re about Passage, Computer Scientists still build systems, and still only far enough to publish papers, Educators still do the same type of instruction, but now they add points and badges, Artists still make and exhibit pieces, but now they reference game culture

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Getting Started with ABL

While I have been advocating the use of reactive planning for over a year now, there is often a large amount of middleware between a game environment and the reactive planning agent that needs to be defined in order to make use of ABL in games. The goal of this article is to provide a tutorial for interfacing a game environment with a simple ABL agent.

One of the questions brought up after my talk at the Paris Game AI Conference was whether ABL is available for distribution and if there is documentation available. Currently, the ABL binaries are available for non-commercial use, but the source does not have a specific license assigned. There is documentation available for ABL, but it is spread across several sources. For an overview of the language and semantics, the ABL Wiki is a good starting point. For additional discussion on the usage of the language to author agents, there is Michael Mateas’ dissertation which includes a chapter on ABL, and shorter papers on authoring idioms in ABL for Façade and EISBot. ABL has also been discussed previously on the forums at AIGameDev.

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Prom Week’s “Social Exchanges”

To celebrate Prom Week’s release on on Facebook and Kongegrate, we thought we’d share some of the details about what’s going on inside of the heads of Prom Week characters.

As we’ve posted before, Prom Week is a game where the player gets to shape the social lives of 18 highschoolers by controlling what social actions they take with one another. What each character wants to do, and how each character chooses to respond, is determined by over 5,000 social considerations.

Social considerations in Prom Week mirror the ways that characters think in fiction — the facts about the world that influence how they feel about each other. For example, if I am shy, I am going to be less likely to do something outgoing. Or if you’ve been mean to me, I’m going to be less likely to want to be nice to you.

Like real life, any single social consideration isn’t going to completely determine how a character in Prom Week will feel about another character. Social relationships are complicated, and sometimes people are mean to their friends, or feel compelled to flirt with their enemy. Prom Week‘s AI system, Comme il Faut, accounts for social considerations to bring this sort of richness to characters’ social feelings.

Come il Faut achieves this through the concept of the “social exchange.” A social exchange encapsulates a social action a character takes with another character (with the intention of changing their relationship) as well as how the other character responds. For example, someone might flirt with someone in order to make them feel romance towards them. A character’s desire to perform a social exchange is determined by social considerations. At any given point, each character has a ranked list of social exchanges that he or she desires to perform (Prom Week has over 40).

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Graeme Devine Talk Tomorrow at UCSC

Local Santa Cruz game developer and perennial guest speaker Graeme Devine is visiting UCSC tomorrow (Wednesday the 22nd) to give a talk titled “Social Games are DEAD!” In his own words:

Everyone on the planet is rushing to add a social element to their game, picture app, music app, whatever app. Our widely held view of acceptable application development has narrowed to freemium social games that have to monetize. Somewhere along the way we forgot that games should be fun experiences and we became analysts. Let’s talk about that.

The talk is happening at 11:00 in the Simularium (E2 180), and promises to be an interesting take on the continuing social games phenomenon. It should be interesting to hear whether Graeme’s viewpoint on the subject agrees with Chelsea Howe’s, who spoke here two weeks ago about enchanting games and is a game designer for the social games company Social Chocolate.

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Emily Short on Playable Narrative Systems

Interactive story author Emily Short spoke at UC Santa Cruz on Wednesday, as part of the ongoing Inventing the Future of Games speaker series. Emily, best known for her work on groundbreaking interactive fictions such as Galatea and Savoir-Faire, spoke about her recent work with Richard Evans (AI Lead on The Sims 3) developing an interactive story system centered around character and conversation in Jane Austen’s universe. (Emily and Richard’s company, Little Text People, has recently been acquired by Linden Lab; Emily stressed that the ideas presented in the talk represent work done before the acquisition.)

The problem Emily tackles is one familiar to storytellers in interactive media: how is it possible to have meaningful interactions with other characters without creating an impossible authorial burden of endless branching conversation trees? In other words, how can we build a system that replicates something of the experience of interacting with other people, rather than authoring every possible interaction by hand in advance? The approach taken here is based on “social practice modeling,” tying NPC behavior to an expressive AI engine that understands interactions in a specific social milieu.

Designed to be something you could curl up by the fire and read on an ebook or laptop, the system presents an ongoing textual story that advances in real time as you read it. The player picks a character in the story whose role to adopt—perhaps the detective in a mystery for a very hands-on story, or a minor character (even the dog!) for a more passive experience—and can then take actions in the world based on the current social context and character’s place within it. For instance, as a guest at a dinner scene it would be appropriate to make small talk with those present, eat food, and share flirtatious glances, but not to abruptly rise and leave the house without provocation. Playing as a servant in the same scene, however, one might have very different affordances. (The player has some ability to go outside expected behavior through a pool of resource points.) The player’s available actions from moment to moment are also based on their relations with other characters and their personality: a shy person might have different conversational affordances than a loquacious one. These traits also drive the behaviors of the non-player characters, ensuring they take appropriate actions. Interestingly, the system is designed to support multi-player: the AI controls all remaining characters not played by a human.

Behind this framework lies a complicated map of characters’ desires and beliefs. Each character has a model of things they believe to be true, including opinions about other characters and their relationships with each other, like “Emma is nice but talks too much” or “Mr. Elton is in love with Harriet.” As characters observe other characters take actions that conflict with this model, these opinions are revised (“Mr. Elton is in love with Emma!”) and characters are able to verbalize or question these opinions in conversation. This allows for dynamic conversations that eschew a pre-scripted conversation tree in favor of multiple agents each changing the social landscape with each “move” they make, both advancing and evolving opinions about each other and the plot from moment to moment and scene to scene.

The system also tries to solve the problem of embedding these moment-to-moment actions into a larger narrative structure. For instance, characters are in part defined by traits, but at dramatic moments in a story, players can push characters to change by abandoning traits or acquiring new ones. For instance, a shy character trying to get up the nerve to propose marriage to a girl he loves might spend some of his in-game points to overcome shyness just to propose, or might spend a large amount of it to overcome his shyness permanently, for presumably a much more dramatic proposal. Players have the option of saving the developed version of their characters to play in other stories.

It’s interesting to note that many of the approaches in this project mirror those taken in Prom Week, released this week here at UCSC; Emily commented on these similarities several times in her talk. It’s not surprising, as both of us were trying to solve similar problems of building playable systems from social interactions. It’s great to see powerful expressive systems driving story and character starting to move beyond theory and into real playable experiences—in academia, the indie game scene, and the world of commercial games, too.

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Prom Week Released on Facebook!

Delve into all the adolescent angst, drama, and scheming of the week before a high school prom in this online game, which uses a sophisticated artificial intelligence system to enable players to shape the social lives of 18 hapless high school students. Find dates for them, break up and make up, forge new friendships, make enemies — it’s up to you to determine whether the Prom will be a magical wonderland of disco ball lights or a nightmare of existential crises!

Play it now!!!

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