- Behavioral modeling is an important part of NPC development for games. Should emotive modeling be part of that development?
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In my opinion, there is no right and wrong answer for this question because the game might end up with something completely different from what a games designer expects, or it could be just a good way to improve player experience, for example in an RPG game, the player accidentally kills an important NPC and rest of the NPCs will stop their job because they are angry about what they have done which makes the game harder to complete.
L.A.Noire sort of uses emotive modeling in the game because players have to capture people’s facial expressions to claim which one is the murderer. Through the investigation NPC will have certain emotions on their face, and players have to make a decision, if the decision is correct, NPC will show more nervous on their face, but if it is not correct, NPC will become more confident (L.A. Noire, Wikipedia).
Another example could be Nintendogs+cats. In this game player will treat them as real pets because they have technology similar to the emotive modeling, for example, reactions to player’s interaction that depends on how well the relationship between players and pets: Pets have more reactions when they are happy and opposite when they are not happy (Nintendogs + cats: Golden Retriever & New Friends).
In conclusion, emotive modeling is still in an experimental stage which could be either developed into a higher level or become worse.
References:
https://en.wikipedia.org/wiki/Behavioral_modeling
https://en.wikipedia.org/wiki/L.A._Noire
https://www.nintendo.com/games/detail/nintendogs-cats-golden-retriever-and-new-friends-3ds
- Consider your favorite video game. If it contains AI-controlled agents how individualistic are they and their behaviors, and, how might you set about improving them?
I will use ‘Assassin’s creed origins’ as my example.
This game contains AI controlled agents and most likely can be seen in a fight: When players cause conflict with enemies, they will try to find a convenient position to kill the player, for example, archers climb up to higher places because it is easier for them to aim and shoot; Soldiers will try to find horses to ride because they are quick and strong; Citizens will run away because they have no combat skills, and allies join the fight to support players, each of these type of NPCs react in different ways which show how individualistic they are, and it also creates a strong, believable atmosphere for player to be immersed (Assassin’s Creed Origins: How Combat Works, Youtube).
In my opinion, to improve AI behaviors in ‘Assassin’s creed origins’ should be focusing more on how NPC react to another NPC, for example, if a soldier found a dead body, they will no longer just go and check, but also call his ally for help and try to wake him up, just like in Metal Gear Solid (How do you usually dispose of enemy bodies? Replied by Bigger Boss 12), this increases the difficulty of the game but also makes the events seem more realistic.
However, realism is not going to be a major part of the game because it could make player’s experience quite tedious.
References:
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https://www.youtube.com/watch?v=s4RHkQdBb2g
http://www.ign.com/boards/threads/how-do-you-usually-dispose-of-enemy-bodies.152722470/
Week 6 – Artificial Intelligence
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