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Model of social believable NPCs for teacher training Using Second Life Magnus Johansson, Harko Verhagen Department of Computer and Systems Sciences Stockholm University KISTA, SWEDEN magnus@dsv.su.se Mirjam P. Eladhari Department of Game Design, Technology and Learning Gotland University  GOTLAND, SWEDEN mirjam.eladhari@hgo.se
Richard Bartle  “From the point of view of world design, AI promises great things. If virtual worlds could be populated by intelligent NPCs, all manner of doors would open” [Bartle 2003 p.616].
Agenda	 Teacher training Scenario  Pre study Method Complexity of NPCs Are there social NPCs? The Model social game agent Discussion/Conclusion
Teacher training Scenario  Currently, training of handling problem situations within a classroom is based on role-playing if trained at all.  Classroom problems in general and the role of the teacher. Allow teachers in training to test different strategies and see the effects of their actions and the interactions between students and teachers without causing harm to real students. The tool would also allow debriefing and walk-through to discuss the interactions.
Pre Study Observations in game Scenarios to trigger certain behaviours  Inspired by Carley and Newell  10 games studied
Carley and Newell
Research questions - What aspects of games AI have developed during a 15 year period? - Are NPCs social?
First Person Shooters NO COOPERATION
Third Person Shooters NO COOPERATION
Multiplayer Battle Arena NO COOPERATION
Example crisis response
Complexity of NPCsResults from pre study Static behaviour Scripted dialogues Path finding algorithms or pathing Attempts at creating crisis responses or alternative behaviour.
Complexity of NPCsResults from pre study Poor/No Cooperation, Coordination More extensive behaviour repertoire Amnesia a problem in some cases  Not all NPCs need to be complex or believable  We need strategies to develop NPCs further for future game genres
Carley and Newell
The Model Social Game Agent REPEAT
Carley and Newell
Discussion/Conclusion Cognitive model not yet decided Many details still missing Functionality/implementation of consumat 2 Explorative implementation  And we do not know what complexity we will introduce yet..
Future Work  Implementation of the conceptual model. Testing  Evaluation  And finally studies to observe/measure the effects of the implementation of the MSGA

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Kentucky presentation at CGAMES USA 2011

  • 1. Model of social believable NPCs for teacher training Using Second Life Magnus Johansson, Harko Verhagen Department of Computer and Systems Sciences Stockholm University KISTA, SWEDEN magnus@dsv.su.se Mirjam P. Eladhari Department of Game Design, Technology and Learning Gotland University GOTLAND, SWEDEN mirjam.eladhari@hgo.se
  • 2. Richard Bartle “From the point of view of world design, AI promises great things. If virtual worlds could be populated by intelligent NPCs, all manner of doors would open” [Bartle 2003 p.616].
  • 3. Agenda Teacher training Scenario Pre study Method Complexity of NPCs Are there social NPCs? The Model social game agent Discussion/Conclusion
  • 4. Teacher training Scenario Currently, training of handling problem situations within a classroom is based on role-playing if trained at all. Classroom problems in general and the role of the teacher. Allow teachers in training to test different strategies and see the effects of their actions and the interactions between students and teachers without causing harm to real students. The tool would also allow debriefing and walk-through to discuss the interactions.
  • 5. Pre Study Observations in game Scenarios to trigger certain behaviours Inspired by Carley and Newell 10 games studied
  • 7. Research questions - What aspects of games AI have developed during a 15 year period? - Are NPCs social?
  • 8. First Person Shooters NO COOPERATION
  • 9. Third Person Shooters NO COOPERATION
  • 10. Multiplayer Battle Arena NO COOPERATION
  • 12. Complexity of NPCsResults from pre study Static behaviour Scripted dialogues Path finding algorithms or pathing Attempts at creating crisis responses or alternative behaviour.
  • 13. Complexity of NPCsResults from pre study Poor/No Cooperation, Coordination More extensive behaviour repertoire Amnesia a problem in some cases Not all NPCs need to be complex or believable We need strategies to develop NPCs further for future game genres
  • 15. The Model Social Game Agent REPEAT
  • 17. Discussion/Conclusion Cognitive model not yet decided Many details still missing Functionality/implementation of consumat 2 Explorative implementation And we do not know what complexity we will introduce yet..
  • 18. Future Work Implementation of the conceptual model. Testing Evaluation And finally studies to observe/measure the effects of the implementation of the MSGA
  • 19. Thank you for listening! Questions ? Magnus Johansson Department of Computer and Systems Sciences Stockholm University KISTA, SWEDEN magnus@dsv.su.se

Editor's Notes

  1. Two-parted motivation for developing believable and more complex NPCs The first motivation is to create the basis for a new kind of interaction in games between NPCs and playersAnd secondly creating believable NPCs for serious games applications as the teacher training scenario that I’ll mention briefly.
  2. This is the reason why the model social game agent should be used in the creation of a serious games scenario.Currently in Sweden the teacher education do not train how to deal with stress-full classroom experiences, and if They get training it’s done through role-playing.This application would address these problems and get a better tool for supporting feed back on their experiences And assessment that would point out how different strategies may influence the classroom experiences of the students.
  3. - The pre study was aimed at finding evidence for social behavour,Dynamic behaviour All games where studied with carley and newel in mind. Model social agent WE DO NOT FOCUS ON THE CONVERSATIONAL ASPECTS!!!
  4. Splinter cell cone shaped line of sight and hearing
  5. This is an example of a more dynamic NPC that will run for help if its “Health” will reach a Certain percentage of its maximum health, something that could be explained as some type of crisis response. As we can see in this video, npcs unfortunately seem too try to find help randomly instead Of trying to find the nearest npc.
  6. These are the results from the observations in World of warcraft.
  7. What was interesting with the observations since they cover a 15-year period is to see the Development in pathfinding algorithms but it is also obvious that the social aspects of NPCsAre fairly left out.
  8. Adaption – deus ex.
  9. Adaption – deus ex.