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RPG AI

RPG AI. Josh Westbrook Ethan Harman. Elements of RPGs. Exploration Dungeons, World Map Combat Select Actions from Menu Experiences Points and Leveling Become Stronger, Better Abilities Story Single Character/Party Setting. Common RPG Ideas. Enemies Provide XP, Gold, Items

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RPG AI

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  1. RPG AI Josh Westbrook Ethan Harman

  2. Elements of RPGs • Exploration • Dungeons, World Map • Combat • Select Actions from Menu • Experiences Points and Leveling • Become Stronger, Better Abilities • Story • Single Character/Party • Setting

  3. Common RPG Ideas • Enemies • Provide XP, Gold, Items • Endless Supply • Scripted vs Dynamic • Statistical Data • HP, Strength, etc. • Behavior Patterns • Attack, heal, run away • Changes for singular vs group

  4. Common RPG Elements • Bosses • Stronger • Better AI • Heavily Scripted • Dialogue

  5. Common RPG Ideas • Non-Player Characters (NPCs) • From zero to millions • Allows player interaction • Reputation system • Dialogue • Party Members • AI Controlled • Often can be scripted by player • Intelligence can range from nothing to incredibly high as party member

  6. However... You DO get RPGs with very different elements: • Harvest Moon • Farming Game • Role playing a farmer's life, including crops, animals, marriage, festivals, etc. • The Sims • Life simulation

  7. Early History: PC • Based off of Tabletop RPGs • Dungeons and Dragons • Text-Based • Zork • Dungeon Crawlers • Rogue • Ultima • The Bard's Tale • Turn-Based

  8. NetHack

  9. Early History: Console • Dragon Quest • Standard for JRPGs • Final Fantasy I & II • Story Elements, Character Development • The Legend of Zelda • Action-RPG

  10. Mid-History: West/East Split • PC RPG -> Western RPGs: • Open-World • Character Customization • Dialogue Choices • Examples: • Baldur's Gate, Diablo • Console RPG -> Eastern RPGs; • Linear Story • Cinematic • Character Development • Examples: • Final Fantasy Series, Pokemon

  11. Modern RPGs • Massively Multiplayer Online RPG • Thousands of players together • Persistent World • WoW, The Old Republic, Guild Wars • Hybrid RPGs • Often contain elements of another genre • Many games today include some RPG elements • Action RPGs: Mass Effect, COD Multiplayer • Sports RPGs: Single Player Modes • Life-Simulation: The Sims

  12. Scripting • Earliest games contained little to no AI • Linear Stories allowed heavy scripting • Set attack patterns • Set dialogue • Set item drops from enemies • Set story direction • Example from FF7 at 1:55 • Casts Big Wave right before he dies

  13. Scripting • Real-Time Party Members: • Gives AI parameters to check and how to react • Gives NPC feel of intelligent behavior • Sometimes can be written by player • NPC Scripting Example: Dragon Age at 3:00 • Visible in many genres where NPCs assist the player

  14. Scripting • Great for linear RPGs, controls: • Dialogue • NPC Behavior • Cinematic occurrence • However, for open-world, dynamic RPGs cannot be used to drive game direction • But: Elder Scrolls: Skyrim uses scripts to control basic, unique NPCs

  15. Combat • Contains multiple uses of AI • Damage control • Enemy Behavior • NPC Behavior

  16. Combat • Damage is calculated using : • Character Level/Stats • Strength, Magic, Agility, Luck, etc. • Enemy Stats • Defense, Speed, etc. • Status Effects • Poison, slow, etc. • Elements of Chance • Based off of Table-Top Games • Dice Rolls, Coin Flips, etc.

  17. Combat • Enemy Behavior • Personality • Defined with specific traits used to specify how enemy reacts to actions • Attack Patterns • Targeting • Go after healer

  18. Combat • NPC Behavior • Could be friend or enemy • Methods of Control • Scripted • Planning Algorithms • Given a goal, try to reach goal • Example: Fallout 3, Enemies who run out of ammo will pick up weapons off of dead NPCs • State Machines • Mixture of these methods

  19. NPC Behavior • Scripted • Attack same enemy as player • Attack closest enemy • Avoid combat, heal/support player • Can run great, but can't adjust • May not have NPC cure poison even though item is cheap and readily available • May waste powerful abilities/weapons on weak enemies

  20. NPC Behavior • Planning Algorithm • Broader than scripting • Example: • Goal is to kill enemy who has 10 hp • Use weakest spell that will still cause 10 hp • Save stronger spell for boss • Can adjust tactics: • Focusing on spells, gets muted • Can adjust plan to attack with weapon • Can use scripts once plan is created

  21. Level of Detail • Graphic Engine • Problems rendering large numbers of objects • Draws too many triangles • Slows down game • Solution: Reduce amount of detail in objects that are further away • Why not do this with AI?

  22. LOD Example

  23. AI Issues • Trying to run AI for all creatures in a large dungeon will slow down game • Multiplayer: Baldur's Gate vs Neverwinter Nights • "You must gather your party before venturing forth" • If an enemy is far enough away, does it matter if it is using clever AI?

  24. AI Level-of-Detail • 1: PCs and Allied NPCs • Always on screen assisting player character • Need to have the best AI • 2: Creatures fighting PC/Party • Need to have the best enemy AI • Need to be worthy foes

  25. AI Level-of-Detail • 3: Creatures within 30 Meters • Visible by PC • Need to be ready to battle quickly • But don't need the best AI, save CPU • 4: Creatures in same large-scale area as PC • AKA Same Dungeon Level, Same Building, etc. • Need to have some intelligence, but not much

  26. AI Level-of-Detail • 5: Creatures in areas without PC • Within entire dungeon, town, etc. • Only need to know they exist and to be able to increase AI ability if necessary • By using AI Level-of-Detail, multiplayer RPGs can allow free movement without worry of slowing game

  27. Reputation • Cause and Effect • NPC ESP • Memory Usage

  28. Reputation System • Event Template • Who did what to whom? • Who cares about this action? • NPCs are placed in groups • Magnitude • Known By?

  29. Reputation System • Master Event List • Central Location vs Individualized • All important events witnessed by any NPC • Deletes duplicate events unless a change of magnitude occurs • Deletes events not referenced by any NPCs • Larger memory usage for multi-player games

  30. Reputation System • Long-Term Memory • All NPCs have one • Stores IDs from Master Event List, magnitude it knows, and time it learned of it • Prevents under-reacting • Can forget events

  31. Reputation System • Reputation Table • List of groups with standings • Like and Hate variables • If Like and Hate both low: ambivalent • If Like and Hate both high: mistrust and fear

  32. Reputation System • Learning • Event Announcer • Spawns at event location (full and partial events) • Sharing information (depends on reputations) • NPCs check their memories • NPC tries to find match in Long-Term Memory. Updates if there or adds as new event. • Larger magnitude, know player (assumptions) • If new, increments events "known by" counter

  33. Side Quests • Open-world feeling (not just main story) • Varies gameplay, creates escalating challenges • Adds story without complicating main story • Reward exploration • More work to develop all these side quests

  34. Side Quests • Many side quests follow certain patterns which make them easier to generate automatically. • Talk Chain, Acquire Item, Deliver Item, Kill Antagonist, Assassinate Antagonists, etc. • Combine many of these patterns to create quest chains. • Given a list of items, locations, and NPCs, can generate simple or complex quests. • Have to be verified to ensure they don't interfere with the main storyline or become too repetitive.

  35. Side Quests • Quest Points • Can be disabled, enabled, or reached. • Controls the order in which the quest is done: talk to quest giver, perform task, return to quest giver. • Allows for optional points, and doing quests in different orders (perform task without first talking to quest giver)

  36. Intelligent Story Direction • Storytelling usually comes second to gameplay. • Players have little effect on what happens in the story. • Games should be immersive, responsive, and engaging. • The Next Generation holodeck: ideal model.

  37. Intelligent Story Direction • Story Representation - need language to describe desired gameplay. • Realistic Characters: all realistic behaviour. • Important Role: player's character must be the main focus of the story.

  38. Intelligent Story Direction • Story Coordination • Everyone must be on same page. • Adjusts NPCs and story events to player actions. • Hard to provide a large number of choices (verbs) • Player interaction with environment • NPC behaviour • Coordinating a story the player actually affects • Boundary problems where current story and current action don't agree (outside story space)

  39. Intelligent Story Direction • Story Direction • Changes NPC behaviour or the environment. • Given a user action, uses a heuristic to search through possible storylines. • Pushes player towards story points. • If player action will cause a boundary condition • Accommodate: plan around the action • Intervention: somehow change effects of action

  40. Intelligent Story Direction • Interactive Drama Architecture (IDA) • Author writes structured story content. • NPCs who perform • Environment house NPCs and other objects • Director coordinates story and NPC • Player provides input and interacts

  41. Intelligent Story Direction • Author creates story content and story structure. (Who, what where, why and how though not when) • Story is represented as plot points with pre-conditions and actions. • With a plot point selected, the director gives NPCs new goals or changes the environment. • NPCs have their own AI, so they aren't completely controlled by the director.

  42. Intelligent Story Direction • Director must take care of knowledge maintenance, plot monitoring, story direction, reactive direction, and predictive direction. • Knowledge Maintenance - omniscient observer • Plot Monitoring - sees if plot pre-conditions are fulfilled (status can change back and forth) • Story Direction - tells NPCs and environment what to do when a plot point is being performed.

  43. Intelligent Story Direction • Reactive Direction - taking the story from where it has wound up to where it should be, sometimes forcibly. • Predictive Direction - less obvious than reactive direction. Examines patterns in behaviour. • Needs an accurate model of the player. • Inverse relationship between immediacy and subtleness.

  44. Intelligent Story Direction • Affecting Story Content • When multiple plot points are open, the director either waits for the player to chose or applies a heuristic. • Heuristic could be Brevity or Tension • Can instantiate variables for later use (the character you befriended at the beginning of the story).

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