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878529 Posts in 32925 Topics- by 24337 Members - Latest Member: kellerx25

May 22, 2013, 05:08:38 AM
TIGSource ForumsDeveloperCreativeDesignInteractions with NPC in game (engine, concept, gameplay)
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Author Topic: Interactions with NPC in game (engine, concept, gameplay)  (Read 1621 times)
tsameti
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« Reply #15 on: February 13, 2011, 04:48:04 PM »

@GILBERT

My turn to  Epileptic I'm going to be reading for hours. The Short article reads less like a revelation and more like a list of things you can't afford to compromise on. The GDC talk is stellar. Utility theory sounds like a topic with a huge potential for exciting behaviors that I don't have the technical know-how to implement :D

@Nexus
Facade was a little disappointing for me. It really wasn't able to handle my first two run-throughs, and you're right, did more to illustrate the limitations of AI than to show off its promise.
However, Cleverbot has been mimicking human conversation for years. Could an adaptive database driven conversation machine be a better way to model a game like Facade? I don't know.
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Gimym TILBERT
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« Reply #16 on: February 13, 2011, 05:01:08 PM »

Utility is simple, it's a score then you pick the option with the highest score.

It's like RPG. The main concept is that you choose your scoring system that emphasis criteria of choice.

Basically different person have different scoring system.

Edit:
This may interest you as well
http://robert.zubek.net/software/breakup/
« Last Edit: February 13, 2011, 05:18:30 PM by GILBERT Timmy » Logged

baconman
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« Reply #17 on: February 13, 2011, 09:56:37 PM »

Could an adaptive database driven conversation machine be a better way to model a game like Facade? I don't know.

That's exactly what I hope to discover with my core long-term project, iMAGE Zero; as it (hopefully correctly) tests things like player-based reflexes, coordination, and decision-making by the way the players play. It's kind of like "procedurally generated ghosting" based on "tests" and player input, designed to respond to situations rather than simply tread a path through a level.

@ GIL

And that sounds a lot like the "motivation system" involved, as well. (Speedruns vs. completion runs vs. kills vs. not taking hits, etc.)
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tsameti
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« Reply #18 on: February 17, 2011, 02:02:19 PM »

GILBERT, your google-fu is astounding. The breakup is HILARIOUS and awkward.

I think I meant that Utility theory gets complicated once you start rectifying the math. ln bx / ln c compared against e^(gx-h) isn't exactly fun to tweak. Tongue


@baconman, I... so you're making a platformer game which sends player performance to a server which interprets playthroughs and uses it to help the local machine generate procedural levels? Huh. That doesn't touch on the issue of how to handle NPCs and dialogue/interaction, but it still sounds interesting.
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Gimym TILBERT
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« Reply #19 on: February 17, 2011, 06:58:03 PM »

LOL that's true, but I translate anything into simple term.


The way I jump other that "math" is that they represent curve, basically the advice is to avoid linear scale evaluation, I don't care the math I just get the concept.

Basically comparing those two "math" is comparing two curve that give identity and scale to the score.

SO 10 is not always 10 but how much of a scale based on a reference curve. It allow for more expressiveness in the scoring. You just need to draw the curve, that's what the math is for actually.

IN the sims, they don't use math, curve are hand edit in an editor.

edit
Well My google fu isn't that impressive, I have take a lot of time to survey those kind of information, It interest me a lot. That's 10 year now, I know where to look, but I'm only at the beginning of trying to apply it, small step by small step.
/edit



@ GIL

And that sounds a lot like the "motivation system" involved, as well. (Speedruns vs. completion runs vs. kills vs. not taking hits, etc.)

Huh? I didn't understand Huh?
« Last Edit: February 17, 2011, 07:05:28 PM by GILBERT Timmy » Logged

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