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AI for
Experience Management
Context


    • We talked last week about tailoring games to
     specific players through content generation.
    • How else can we drive engagement with the player?
    • Talking today about ways the player engages with
     games.
      ‣ How we can use AI to aid that process.


2
Monopoly


    • Imagine you’re winning a game of Monopoly with
     some friends.
    • You are playing the role of a successful business
     tycoon with a giant stack of cash.
    • Couldn’t you put a bounty on your opponents?
    • Hire arsonists to drive property value down?

3
Limited Interactions

    • Games typically use a fixed set of rules.
    • Limits how we can interact with the game world.
    • Constrained by how the designer envisaged the
     game be played.
    • Inability to step beyond the game rules.
    • In many cases the way to win is to think like the
     designer.
4
Designer-Based Reasoning




5
The Greatest Game Ever
          (...Maybe)




6
What is
             Dungeons and Dragons?
    • Tabletop role playing game.
    • Pen and paper (and imagination) based.
    • Groups take the role of adventurers in a Lord of
     the Rings style setting.
    • Games may take hours to play, usually based around
     some sort of quest structure.
      ‣ E.g. Retrieve the sword of whoever from the tomb of
        whoever.
7
The Dungeon Master


    • One player takes the role of the DM
    • In charge of running the game
      ‣ Narrator
      ‣ Arbitrator
      ‣ “AI” system for enemies
    • Responsible for ensuring that

8
Interactions in D&D

    • Dungeons and Dragons doesn’t have rules per se
    • Defines a framework for interaction.
    • DM can interpret the framework to suit unseen /
     unplanned interactions.
      ‣ A player wants to climb the dungeon wall looking for
        secret passages.
         - This will require an athletic skill check and a dungeoneering
           check
         - Key is to let the players improvise and say “Yes and...”
9
Zork


     • Old (oldoldold) school game from the 70s
     • Textbased adventure game with text input
     • Incorporates some language parsing systems.
       ‣ “Hit troll” vs “Hit the troll with the Elvish sword”
       ‣ Parses a variety of verbs, nouns and conjunctions
     • Good HCI
     • Still a very constrained human/game interaction
10
Starship Titanic

     • Game from 1998 designed by Douglas Adams
     • Starship Titanic crashes into player’s house, player
      boards to try to figure out cause of disaster
     • Mystery game in the style of Monkey Island
     • Complete freedom to interact with characters using
      regular English. Robust parsing and response system
     • Tight constraints on lateral thinking
11
Scribblenauts



     • 2009 for Nintendo DS (Scribblenauts Remix - 2011)
     • Casual puzzle game based around collecting stars
     • In order to collect the stars, solve puzzles.
     • Solution generally involves “summoning” an object.
     • Objects have distinct characteristics.


12
Scribblenauts




13
Scribblenauts




14
Scribblenauts




15
Scribblenauts




16
Scribblenauts




17
Scribblenauts




18
Scribblenauts

     • 22,802* objects in the Scribblenauts database
     • Object characteristics
        ‣ Art
        ‣ Health
        ‣ AI Behaviour
        ‣ Animations
        ‣ Interactions with other objects
     • Adjectives give scope for lots of customisation
19
Scribblenauts

     • Using the object database frees the player to tackle
      problems however they want.
     • In effect, the database becomes the framework for
      interactions.
     • Sufficient variety that the player doesn’t perceive
      constraints.
     • Encourages lateral thinking
20
Scribblenauts




21
Scribblenauts




22
Scribblenauts




23
Scribblenauts




24
Scribblenauts




25
Scribblenauts




26
Scribblenauts




27
Freeform Interaction


     • Allows the player to solve problems in their own
      way.
     • Massive sense of satisfaction.
     • Moves away from “thinking like the designer”
     • Works in Scribblenauts primarily because of
      simplistic environment

28
Immersive Worlds

     • We can engage with Scribblenauts well because,
      although simple, the depth of the world makes it
      immersive.
     • Limits interactions in other ways
        ‣ No unfolding story
        ‣ No characters to interact with
     • What if we looked at breadth of engagement rather
      than depth?
29
Skyrim

     • Mentioned Skyrim last week.
     • Amazing breadth to the world.
        ‣ Talked about the option to join Thieves Guild group.
           - Also Companions, Dark Brotherhood, Bard’s guild, College of
             Magic.
        ‣ 18 Skill disciplines, each with ~10 individual “perks”
        ‣ About 300 locations within the world to explore
     • Massive “living” world to play in
30
Skyrim - Economy


     • Cities in Skyrim maintain a (simplistic) economic
      model.
     • Affects availability of merchandise, amount of money
      NPCs have and prices of goods.
     • Player can affect the economy by building up (or
      tearing down) local business.

31
Detour

     • “Raid on Bungeling Bay” (1984) involved a
      helicopter attacking factories in a city.
     • City infrastructure was intricately simulated.
     • Disrupting supply lines could cripple infrastructure
      and in turn, limit military forces counter-attacking
     • Level editor for this game would later be released
      as “Sim City”.
32
Skyrim - Story

     • Skyrim has multiple plots that run in parallel.
     • Option to progress whichever you feel like.
     • Each group has a storyline as well as Radiant-
      generated side quests.
     • Different plots can influence each other
        ‣ One character appears in two plots, one as a core character,
         another as a guest at a party
        ‣ Extra interaction options at the party if you already know her
33
Skyrim - Consequences



     • Quests and conversations have impact.
     • Positive and negative responses and attitudes.
        ‣ Characters build up a model of the player
     • Callbacks - the outcome of a quest will be
      referenced at a later date.


34
Skyrim - Conclusions

     • The HGI here is not sophisticated.
     • Relies heavily on designer-led thinking.
        ‣ Can only interact with what has been anticipated
     • Few solutions to problems based on lateral thinking.
        ‣ Example - Can’t make a pile of brooms into a ladder
     • Implicitly a shallow experience.
     • Compensates by providing a very broad diverse
      world with consequences - playground of shallow.
35
Immersive Worlds

     • Immersive worlds engage the player in a way games
      like Scribblenauts can’t.
     • We can virtually “inhabit” worlds.
     • Emotional attachment to characters, locations and
      events.
     • The plot’s narrative becomes secondary to the
      player-centric narrative of the world.
36
Interactive Fiction



     • Iteractive Storytelling / Dynamic Narrative
     • The story adapts to the responses from the player
     • Player’s actions can shape the direction of the story
     • Where AI meets Storytelling



37
Choose Your Own
                        Adventure
     • Basic version of this is the Choose Your Own
      Adventure books
     • Page or so of text to read, then a few choices of
      next action.
     • Associated page number, reader skips to that page
     • Rinse and repeat through a plot til an end is
      reached.
38
Story Beats


     • A “Story Beat” is a literary device.
     • A small piece within a scene with an exchange
      between the characters and an action / revelation
      that advances the story.
     • Story > Act > Scene > Beat
     • Smallest unit of story

39
AI for Interactive Fiction


     • What we’re talking about with IF is :
     • Automating the Choose Your Own Adventure
      process.
     • Making it more subtle than “Turn to Page 14 to fall
      down the giant pit”.
     • Creating beats on the fly.

40
Branching Narrative



     • Branching narrative is most similar to choose your
      own adventure.
     • Points in the story require the player’s input
     • Determines the direction the story will take.
     • Effectively a sequence of if/else


41
Branching Narrative



     • Combinatorial explosion is a big factor here.
     • If every choice has just 2 options, at the kth decision
        ‣ 2k possible states
     • We’ve seen this before in game trees, state spaces
      and planning.


42
Branching Narrative

     • We can use procedural content systems to lessen
      the amount of work to be done.
     • Do we need 3 different versions of one beat which
      alter just one line dependent on minor actions?
     • Can we dynamically tweak a beat at runtime?
     • Effectively, this is procedural content customised
      based on the player’s history ingame.
43
Multi-Linear Narrative

     • Typically media has a single linear narrative.
     • There may be multiple arcs at play, but a single story
      is being told.
     • Games allow us to interact.
     • Multiple plot lines can be set up
        ‣ We can explore at will
     • Progress (or lack of) in one can affect another.
     • Each one may itself be branching
44
Interactive Fiction as
                        Planning

     • Maria introduced Planning in the first half of the
      course.
     • Recap
        ‣ Planning is the process of finding a sequence of actions
         that will transform a world from a given initial state into a
         state in which certain goals are true.
     • What if we don’t talk about actions?

45
Planning with Beats

     • Let’s assume we have a pre-made set of Story Beats
     • We can see a narrative as a sequence of beats
      stitched together.
     • A traditional linear narrative is a standard planning
      problem.
        ‣ Characters X and Y start in this situation
        ‣ We want to find a sequence of beats that puts them into
         this final situation.
46
Planning with Beats

     • We want to get the player to a specific point in the
      story.
     • We want the player to be free to choose their own
      path.
     • We always want to be guiding the player back
      toward the point we’re trying to get to.
     • This is not so straightforward.
47
Plan Repair


     • Many assumptions related to Automated Planning
        ‣ When we execute a plan, it probably won’t work
     • We have a whole set of research ready to go on
      “what to do when things don’t work out”
     • Effectively this is the same situation as when the
      player doesn’t follow the path we are looking for.

48
Drop-In Drop-Out
                      Narrative
     • A big goal for narrative is the ability to drop-in and
      drop-out and still have the story make sense.
     • Consider games that offer co-operative story lines.
        ‣ Halo 3, Gears of War
     • Typically require a constant companion that is
      controlled by the computer in single player.
     • Another person can assume control.
49
Drop-In Drop-Out
                     Narrative


     • Consider an online game such as WoW.
     • Large raids involve up to 40.
     • What happens when a sub-group is late?
     • What happens when a group has to leave early?



50
Drop-In Drop-Out
                       Narrative
     • Technique that allows for customisation of the plot.
     • In many ways similar to Planning.
     • Finding explanations for why extra players arrive.
        ‣ Alternate routes into a level.
     • Explaining why players leave within the context of
      the narrative.
        ‣ E.g. Banished, teleported etc.

51
Interactive Fiction


     • IF allows us to generate worlds that feel more
      engaging to players.
     • The world can react to the player’s actions.
     • The AI can direct the player’s attention to ensure
      target “gates” are passed through in the narrative.
     • Makes the world “come alive”

52
AI for Scenario Control



     • We’ve looked at ways we can adapt the plot of the
      world to match what the player is doing.
     • Can we adapt the pace of the world too?
       ‣ Alter the flow of enemies.



53
Left 4 Dead


     • Survival shooter game from Valve (2008)
     • Everyone turned into zombies except four survivors
     • Cooperative game for 1-4 players
        ‣ Take the role of the survivors
        ‣ Escape the city and find safety
     • If playing short-handed, AI players will fill the team

54
Horror Movie Pacing


     • The core thing Valve were aiming for was replicate
      the dramatic pacing of a horror movie.
     • This is a standard device for building suspense.
     • “Emotional Intensity”
        ‣ Starts low, gradually builds, peaks at a high level.
        ‣ Tapers off to a relaxation level.
        ‣ Cycle repeats.

55
Measuring Intensity

     • In order to model intensity need a range of metrics.
     • Problem of feature selection we discussed earlier in
      section on Dimensionality Reduction.
     • Selected features for this include :
        ‣ Damage being dealt
        ‣ Damage being taken
        ‣ Distance to nearest zombie
     • Decays over time.
56
Delta(Intensity)


     • The desired emotional intensity matches the
      current progression through the dramatic cycle.
     • The current actual intensity will be different.
     • This gives rise to a difference between them.
     • The AI Director modulates the game world to
      compensate for this difference.

57
The AI Director in Action




58
Altering the Game


     • In Left 4 Dead, the principle method of altering the
      game is changing the number of enemies.
        ‣ For peak intensity, hordes of enemies come from all sides
           - Spawned by the Director
        ‣ At low intensity, during relaxation periods, enemies are
         removed.
     • Pretty basic approach - first pass at the technology

59
Enhanced AI Directors


     • More subtle methods can be used to manage the
      player’s experience.
       ‣ Weather - varying intensity of storms and lightning to
         build intensity.
       ‣ Items - during intense times, reduce the amount of ammo
         available.
       ‣ Enemy types - keep the player on their toes

60
Hierarchical Concurrent
                  State Machines


     • The HCSM is the driving force behind the AI
      Director.
     • 1998 technique developed for scenario management
      in a driving simulator.



61
Hierarchical Concurrent
                  State Machines


     • Building block of an HCSM is itself an HCSM
       ‣ Recursive by nature
     • Analogue input wire
     • Configuration parameters
     • Output wire


62
Hierarchical Concurrent
         State Machines




63
Hierarchical Concurrent
                  State Machines


     • Input - Delta(Intensity)
     • Configuration - current parameters of level
     • Objective - Minimise Delta(Intensity)
     • Child HCSMs - Spawn new enemies, alter level etc.



64
Further Reading


     • HCSMs were first introduced in
       ‣ “HCSM: A Framework for Behaviour and Scenario
         Control in Virtual Environments” Cremer, Kearney and
         Papelis
     • Discussed in some detail on AIGameDev.com
       ‣ http://aigamedev.com/open/reviews/hcsm-concurrent-
         state-machine/ (me)

65
Summary



     • Covered “Experience Management”
     • Interaction Design for Immersive Worlds
     • Interactive Fiction
     • Scenario Control
        ‣ HCSMs


66
Next (Final) Lecture


     • What is Game AI?
     • Traditional AI vs Game AI
     • Emergence
     • Debugging
     • Software Engineering in AI
       ‣ Scrum
     • Your AI Toolbox
67

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Lecture 7 - Experience Management

  • 2. Context • We talked last week about tailoring games to specific players through content generation. • How else can we drive engagement with the player? • Talking today about ways the player engages with games. ‣ How we can use AI to aid that process. 2
  • 3. Monopoly • Imagine you’re winning a game of Monopoly with some friends. • You are playing the role of a successful business tycoon with a giant stack of cash. • Couldn’t you put a bounty on your opponents? • Hire arsonists to drive property value down? 3
  • 4. Limited Interactions • Games typically use a fixed set of rules. • Limits how we can interact with the game world. • Constrained by how the designer envisaged the game be played. • Inability to step beyond the game rules. • In many cases the way to win is to think like the designer. 4
  • 6. The Greatest Game Ever (...Maybe) 6
  • 7. What is Dungeons and Dragons? • Tabletop role playing game. • Pen and paper (and imagination) based. • Groups take the role of adventurers in a Lord of the Rings style setting. • Games may take hours to play, usually based around some sort of quest structure. ‣ E.g. Retrieve the sword of whoever from the tomb of whoever. 7
  • 8. The Dungeon Master • One player takes the role of the DM • In charge of running the game ‣ Narrator ‣ Arbitrator ‣ “AI” system for enemies • Responsible for ensuring that 8
  • 9. Interactions in D&D • Dungeons and Dragons doesn’t have rules per se • Defines a framework for interaction. • DM can interpret the framework to suit unseen / unplanned interactions. ‣ A player wants to climb the dungeon wall looking for secret passages. - This will require an athletic skill check and a dungeoneering check - Key is to let the players improvise and say “Yes and...” 9
  • 10. Zork • Old (oldoldold) school game from the 70s • Textbased adventure game with text input • Incorporates some language parsing systems. ‣ “Hit troll” vs “Hit the troll with the Elvish sword” ‣ Parses a variety of verbs, nouns and conjunctions • Good HCI • Still a very constrained human/game interaction 10
  • 11. Starship Titanic • Game from 1998 designed by Douglas Adams • Starship Titanic crashes into player’s house, player boards to try to figure out cause of disaster • Mystery game in the style of Monkey Island • Complete freedom to interact with characters using regular English. Robust parsing and response system • Tight constraints on lateral thinking 11
  • 12. Scribblenauts • 2009 for Nintendo DS (Scribblenauts Remix - 2011) • Casual puzzle game based around collecting stars • In order to collect the stars, solve puzzles. • Solution generally involves “summoning” an object. • Objects have distinct characteristics. 12
  • 19. Scribblenauts • 22,802* objects in the Scribblenauts database • Object characteristics ‣ Art ‣ Health ‣ AI Behaviour ‣ Animations ‣ Interactions with other objects • Adjectives give scope for lots of customisation 19
  • 20. Scribblenauts • Using the object database frees the player to tackle problems however they want. • In effect, the database becomes the framework for interactions. • Sufficient variety that the player doesn’t perceive constraints. • Encourages lateral thinking 20
  • 28. Freeform Interaction • Allows the player to solve problems in their own way. • Massive sense of satisfaction. • Moves away from “thinking like the designer” • Works in Scribblenauts primarily because of simplistic environment 28
  • 29. Immersive Worlds • We can engage with Scribblenauts well because, although simple, the depth of the world makes it immersive. • Limits interactions in other ways ‣ No unfolding story ‣ No characters to interact with • What if we looked at breadth of engagement rather than depth? 29
  • 30. Skyrim • Mentioned Skyrim last week. • Amazing breadth to the world. ‣ Talked about the option to join Thieves Guild group. - Also Companions, Dark Brotherhood, Bard’s guild, College of Magic. ‣ 18 Skill disciplines, each with ~10 individual “perks” ‣ About 300 locations within the world to explore • Massive “living” world to play in 30
  • 31. Skyrim - Economy • Cities in Skyrim maintain a (simplistic) economic model. • Affects availability of merchandise, amount of money NPCs have and prices of goods. • Player can affect the economy by building up (or tearing down) local business. 31
  • 32. Detour • “Raid on Bungeling Bay” (1984) involved a helicopter attacking factories in a city. • City infrastructure was intricately simulated. • Disrupting supply lines could cripple infrastructure and in turn, limit military forces counter-attacking • Level editor for this game would later be released as “Sim City”. 32
  • 33. Skyrim - Story • Skyrim has multiple plots that run in parallel. • Option to progress whichever you feel like. • Each group has a storyline as well as Radiant- generated side quests. • Different plots can influence each other ‣ One character appears in two plots, one as a core character, another as a guest at a party ‣ Extra interaction options at the party if you already know her 33
  • 34. Skyrim - Consequences • Quests and conversations have impact. • Positive and negative responses and attitudes. ‣ Characters build up a model of the player • Callbacks - the outcome of a quest will be referenced at a later date. 34
  • 35. Skyrim - Conclusions • The HGI here is not sophisticated. • Relies heavily on designer-led thinking. ‣ Can only interact with what has been anticipated • Few solutions to problems based on lateral thinking. ‣ Example - Can’t make a pile of brooms into a ladder • Implicitly a shallow experience. • Compensates by providing a very broad diverse world with consequences - playground of shallow. 35
  • 36. Immersive Worlds • Immersive worlds engage the player in a way games like Scribblenauts can’t. • We can virtually “inhabit” worlds. • Emotional attachment to characters, locations and events. • The plot’s narrative becomes secondary to the player-centric narrative of the world. 36
  • 37. Interactive Fiction • Iteractive Storytelling / Dynamic Narrative • The story adapts to the responses from the player • Player’s actions can shape the direction of the story • Where AI meets Storytelling 37
  • 38. Choose Your Own Adventure • Basic version of this is the Choose Your Own Adventure books • Page or so of text to read, then a few choices of next action. • Associated page number, reader skips to that page • Rinse and repeat through a plot til an end is reached. 38
  • 39. Story Beats • A “Story Beat” is a literary device. • A small piece within a scene with an exchange between the characters and an action / revelation that advances the story. • Story > Act > Scene > Beat • Smallest unit of story 39
  • 40. AI for Interactive Fiction • What we’re talking about with IF is : • Automating the Choose Your Own Adventure process. • Making it more subtle than “Turn to Page 14 to fall down the giant pit”. • Creating beats on the fly. 40
  • 41. Branching Narrative • Branching narrative is most similar to choose your own adventure. • Points in the story require the player’s input • Determines the direction the story will take. • Effectively a sequence of if/else 41
  • 42. Branching Narrative • Combinatorial explosion is a big factor here. • If every choice has just 2 options, at the kth decision ‣ 2k possible states • We’ve seen this before in game trees, state spaces and planning. 42
  • 43. Branching Narrative • We can use procedural content systems to lessen the amount of work to be done. • Do we need 3 different versions of one beat which alter just one line dependent on minor actions? • Can we dynamically tweak a beat at runtime? • Effectively, this is procedural content customised based on the player’s history ingame. 43
  • 44. Multi-Linear Narrative • Typically media has a single linear narrative. • There may be multiple arcs at play, but a single story is being told. • Games allow us to interact. • Multiple plot lines can be set up ‣ We can explore at will • Progress (or lack of) in one can affect another. • Each one may itself be branching 44
  • 45. Interactive Fiction as Planning • Maria introduced Planning in the first half of the course. • Recap ‣ Planning is the process of finding a sequence of actions that will transform a world from a given initial state into a state in which certain goals are true. • What if we don’t talk about actions? 45
  • 46. Planning with Beats • Let’s assume we have a pre-made set of Story Beats • We can see a narrative as a sequence of beats stitched together. • A traditional linear narrative is a standard planning problem. ‣ Characters X and Y start in this situation ‣ We want to find a sequence of beats that puts them into this final situation. 46
  • 47. Planning with Beats • We want to get the player to a specific point in the story. • We want the player to be free to choose their own path. • We always want to be guiding the player back toward the point we’re trying to get to. • This is not so straightforward. 47
  • 48. Plan Repair • Many assumptions related to Automated Planning ‣ When we execute a plan, it probably won’t work • We have a whole set of research ready to go on “what to do when things don’t work out” • Effectively this is the same situation as when the player doesn’t follow the path we are looking for. 48
  • 49. Drop-In Drop-Out Narrative • A big goal for narrative is the ability to drop-in and drop-out and still have the story make sense. • Consider games that offer co-operative story lines. ‣ Halo 3, Gears of War • Typically require a constant companion that is controlled by the computer in single player. • Another person can assume control. 49
  • 50. Drop-In Drop-Out Narrative • Consider an online game such as WoW. • Large raids involve up to 40. • What happens when a sub-group is late? • What happens when a group has to leave early? 50
  • 51. Drop-In Drop-Out Narrative • Technique that allows for customisation of the plot. • In many ways similar to Planning. • Finding explanations for why extra players arrive. ‣ Alternate routes into a level. • Explaining why players leave within the context of the narrative. ‣ E.g. Banished, teleported etc. 51
  • 52. Interactive Fiction • IF allows us to generate worlds that feel more engaging to players. • The world can react to the player’s actions. • The AI can direct the player’s attention to ensure target “gates” are passed through in the narrative. • Makes the world “come alive” 52
  • 53. AI for Scenario Control • We’ve looked at ways we can adapt the plot of the world to match what the player is doing. • Can we adapt the pace of the world too? ‣ Alter the flow of enemies. 53
  • 54. Left 4 Dead • Survival shooter game from Valve (2008) • Everyone turned into zombies except four survivors • Cooperative game for 1-4 players ‣ Take the role of the survivors ‣ Escape the city and find safety • If playing short-handed, AI players will fill the team 54
  • 55. Horror Movie Pacing • The core thing Valve were aiming for was replicate the dramatic pacing of a horror movie. • This is a standard device for building suspense. • “Emotional Intensity” ‣ Starts low, gradually builds, peaks at a high level. ‣ Tapers off to a relaxation level. ‣ Cycle repeats. 55
  • 56. Measuring Intensity • In order to model intensity need a range of metrics. • Problem of feature selection we discussed earlier in section on Dimensionality Reduction. • Selected features for this include : ‣ Damage being dealt ‣ Damage being taken ‣ Distance to nearest zombie • Decays over time. 56
  • 57. Delta(Intensity) • The desired emotional intensity matches the current progression through the dramatic cycle. • The current actual intensity will be different. • This gives rise to a difference between them. • The AI Director modulates the game world to compensate for this difference. 57
  • 58. The AI Director in Action 58
  • 59. Altering the Game • In Left 4 Dead, the principle method of altering the game is changing the number of enemies. ‣ For peak intensity, hordes of enemies come from all sides - Spawned by the Director ‣ At low intensity, during relaxation periods, enemies are removed. • Pretty basic approach - first pass at the technology 59
  • 60. Enhanced AI Directors • More subtle methods can be used to manage the player’s experience. ‣ Weather - varying intensity of storms and lightning to build intensity. ‣ Items - during intense times, reduce the amount of ammo available. ‣ Enemy types - keep the player on their toes 60
  • 61. Hierarchical Concurrent State Machines • The HCSM is the driving force behind the AI Director. • 1998 technique developed for scenario management in a driving simulator. 61
  • 62. Hierarchical Concurrent State Machines • Building block of an HCSM is itself an HCSM ‣ Recursive by nature • Analogue input wire • Configuration parameters • Output wire 62
  • 63. Hierarchical Concurrent State Machines 63
  • 64. Hierarchical Concurrent State Machines • Input - Delta(Intensity) • Configuration - current parameters of level • Objective - Minimise Delta(Intensity) • Child HCSMs - Spawn new enemies, alter level etc. 64
  • 65. Further Reading • HCSMs were first introduced in ‣ “HCSM: A Framework for Behaviour and Scenario Control in Virtual Environments” Cremer, Kearney and Papelis • Discussed in some detail on AIGameDev.com ‣ http://aigamedev.com/open/reviews/hcsm-concurrent- state-machine/ (me) 65
  • 66. Summary • Covered “Experience Management” • Interaction Design for Immersive Worlds • Interactive Fiction • Scenario Control ‣ HCSMs 66
  • 67. Next (Final) Lecture • What is Game AI? • Traditional AI vs Game AI • Emergence • Debugging • Software Engineering in AI ‣ Scrum • Your AI Toolbox 67