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Emotional Models in Games

Emotional Models in Games. Max Douglas Chris Zhu Tania Tam Luke. Background. Our topic is emotional modelling in AI … GAMES Need a game with some kind of behaviour being modelled , or commands being given to an agent that may have emotions. E.g. RTS (dune, warcraft)

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Emotional Models in Games

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  1. Emotional Models in Games Max Douglas Chris Zhu Tania Tam Luke

  2. Background • Our topic is emotional modelling in AI … GAMES • Need a game with some kind of behaviour being modelled, or commands being given to an agent that may have emotions. E.g. • RTS (dune, warcraft) • soldier ignoring order • FPS (got panicky) • FPS (quake, enemy territories) • panic & fear effecting the players avatar • the enemy loosing moral Take a game and overlay emotions in the decision making process

  3. Learning Outcomes • Game Technology • rendering, write our OWN 3D code: openGL (sound if time…) • animation sequences (not covered in 372) • physics modelling • AI (behavioural modelling, path finding at least) • Execution Framework • commonly write command line apps that run until and answer is derived • or something in the win32 environment with a message queue (& winMain) • for games, it is more common to have a much more restrictive execution model. All logic has to run between frame rendering code, WITHOUT taking “too long”. Ie. have to consider execution time constraints. Includes: physics model, behavioural models, AI, etc. • same constraints apply to MMORPG servers wanting to allow many players/entities in a single “location”.

  4. Our Requirements • Low art content (vary labour intensive) • very labour intensive • we lack personal skills/experience in this area • Simple model • something easy to render and animate • ideally easy to do collision detection if we can work physics into the game

  5. Village Sim • Village ideas • a population of people engaged in daily activities. Collecting resources: hunting, farming, fishing, mining, lumbering, etc. • simple world simulation where the population are modelled at physical location level. Ie. the place they need to hunt has a location and they move there to do hunting. • ideally the village grows naturally, with new population members taking unclaimed land. Paths could push through the terrain… • A simulation. Like sim city, as the SIMs but we don’t have time to generate story. • This technology could be the “background” simulation of the local population for a RPG. Currently there are some simple background simulations adding colour and vibrance to the gaming experience such as: • weather patterns • Economic • We are putting together a village with people doing “real” things • adding in emotions!!!!!!!

  6. Village Sim (Con’t) • Outcomes Reached • going to use robots and simple terrain • village full of people with daily activities • add emotions into game • players – changing the emotion parameters/setup of population • can take control of individuals if we have time • learning goals attained: • AI: path finding, behavioural modelling • Rendering: simple 3D engine development. If time we can animate particular actions (animation sequences) • emotions… • learning goals unlikely to be included: • physics modelling

  7. Summary

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