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Entertaining AI: Using Rules from Improvisational Acting to Create Unscripted Emotional Impact

Explore the use of rules from improvisational acting to create unscripted emotional impact in games. Discover how status plays a role in game design and how NPCs can be developed with different status levels. Witness the "I.Own.This.Place" demo showcasing real-time interactive gameplay.

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Entertaining AI: Using Rules from Improvisational Acting to Create Unscripted Emotional Impact

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  1. Entertaining AI: Using Rules from Improvisational Acting to Create Unscripted Emotional Impact Brenda Bakker Harger & Team Entertainment Technology Center Carnegie Mellon University

  2. “I Own This Place” Live!

  3. Entertaining AI: Using Rules from Improvisational Acting to Create Unscripted Emotional Impact Brenda Bakker Harger & Team Entertainment Technology Center Carnegie Mellon University

  4. Improvisational Acting Status

  5. High Status

  6. Low Status

  7. How does this relate to game design?

  8. NPCs in games today…

  9. Fellow Passengers Half-Life 2

  10. Helpful Civilians Half-Life 2

  11. Gang Members GTA San Andreas

  12. Frightened Villagers Fable

  13. Sims The Sims 2

  14. Sims The Sims 2

  15. Current state of development • Better drama or lower cost?

  16. The “Uncanny Valley” The Polar Express

  17. Why should we care? • Believability • Immersion • Expectation of appropriate behavior

  18. Moments of truth An empathic moment with a character that we take for granted will happen in other art forms.

  19. Our Approach: Improvisation More specifically, status.

  20. Improv Acting <--> Games • Real-time, on-the-fly • Interactive, unscripted • Shared authorship • Follow rules

  21. CROW • Character • Relationship • Objective • Where

  22. CROW • Character • STATUS • Relationship • Objective • Where

  23. Status Numeric representation • Quantifiable • Programmable

  24. “I Own This Place” Demo • real-time interactive demo • made in Panda3D engine

  25. Features in demo • Simple reaction system • Animation blending • Assigning value to the stage space • Hand animations • Generated animations

  26. Applications of status • Think of a game today + status • Dramatic impact • New layer of depth

  27. Status-driven gameplay Possible game mechanics: • Observing status in NPCs • Knowing who to approach • Finding allies, ‘assets’, friends • Playing status to achieve a goal

  28. Next steps • Change in status within a scene. • How does this affect a story • Deeper characterization • Status is always relative. • Reworking existing scenes in games with status to see how they might play differently.

  29. The Future We want : • Feedback from audience • An industry partner • Individuals • Development teams • www.etc.cmu.edu/projects/improv

  30. Entertainment Technology CenterCarnegie Mellon University Brenda Bakker Harger Chris Klug Current project team: Prior research by: Will Houng Dave Jimison Vivek Jawa Shalin Shodhan Melanie Lam Ben Smith Fang-Wei Lee Tom Smith Eben Myers Shanna Tellerman Josh Taylor Greg Wieder Josh Wilson • www.etc.cmu.edu/projects/improv

  31. “I Own This Place” demo • Melanie Lam, Producer • Vivek Jawa, Technical Producer • Art & Animation • Will Houng • Fang-Wei Lee • Greg Wieder • Engineering • Josh Taylor • Josh Wilson • Advisors • Brenda Bakker Harger • Chris Klug • www.etc.cmu.edu/projects/improv

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