It's too bad you lump everything I said into STRUCTURE and also leave out another point that is FUNCTION! But what I pointing out is the old dichotomy of data and structure, if you don't separate them you have poor power over the outcomes. Basically find the structure to fill it with data. All shakespear's works is contain inside grammatical structure.
No, there's no lumping. It's just grasping for closest analogy. I'd expect you to read between the lines.
However it's like you are saying "Knowing grammar very well does not make you an awesome writer" when say "not knowing grammar will make you a poor writer". Guess what! we are both right!
Duh. I don't diss grammar. I study it too. That's why I respond to your writing. All I am saying is that studying grammar alone without constantly turning around to produce increasingly meaningful game designs with it will stunt the power of that grammar. If you want a universal grammar then that strategy is not a bad one. If you want an AI, then it won't be perfect.
There is nothing wrong with what you are doing. I'm just explaining where I am at.
You said you have deconstruct character and story many case ago, fine, but you don't say how you have deconstruct CONTEXT which is what give "concept" their meaning, and to create context you need STRUCTURE.
Duh. What do you want me to do? Give you all of my notes, and my brain? If you want to ask a specific question I'll answer it. But saying, "I don't know how to build your AI," is really vague. No shit. If you could build it that would kind of nullify the value of all my work....
Obviously you didn't play any of those game, especially tokimeki memorial I will use as an example here. Tokimeki is a very simple Japanese game and I don't speak japanese. The beauty came into that with simple expression and simple mechanics, they were able to cover a great deal of expression. Every girl is different and with the same set of of emotion you could still infer their own personality, desire, wants, emotional state, etc... Okay it's not Anna Karenin but a hint of what's important ... CONTEXT. Think about it a smile when you meet a girl is not the same when you know her for a long time, you know her more deeply and he might clue to something totally different, also maybe after a harsh talk the same smile won't be the same than after a kiss.
Yes, I did not, not since you wrote that. I have my experiences and you have yours, and I've only got so much time in the day. Part of game design is designing based on what you do know, as well as learning as you go. I will play your games. I take your suggestions seriously. Sometimes I try to ride the line between aggression and respect. Why can't I be aggressive _and_ respectful. I am naturally both.
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Yes, context is critical. You could say the best "grammar" for a section of story is context dependent.
mm... I define context sort-of like this:
1. Everything about the game's state is measured.
2. There is some action-reaction relationship: like a smile and a reactionary interpretation.
3. There is some manually defined theory about what the smile means in general, sort-of like this:
. smile is like happiness,
. smile is like beauty
. that particular smile from that character is like hope/love (for recipient)
. smile has a sound effect(?), animation, and subtle lighting change, each generated from a series of principles that have their own associations, that in combination produce an
associational weighting 4. There is some definition of context:
. every character's state
. every generated thing
. every manually defined property of the environment - these are all carefully tuned
. a whole host of generated/automatically-tested values, like:
- the sun is shining, and that brings energy, unless it's extremely cold, in which case relief is the strongest element (though it still brings energy)
- the player's recent jumping, in a dangerous environment, is interpreted as "panic," from how he does it
- the level design gives a sense of exploration, defined like this: 2 parts Indiana Jones, 3 parts uncertainty, 4 parts "like that other level" in 30% of play-tests that share a common trait with the current player
- etc.
5. There are some formulas that link reactions to context, by understanding that context i.e:
. the relationship has just gone through a fight, so happiness here counts as a possible resolution
. the partner has recently been lying, so happiness may mean dismissal
. unless the partner is doing something obviously threatening, like pointing a gun, then the happiness means insanity, or cruelty or something
Also to be frank ai is simply choosing a coherent action, simple ai choose one action among many, complex ai blend them together to form complex behavior. At the scale of a character there is two actions: mental (action from the internal state) and physical (action in the external world). AI for character don't have to be awesomely complex, they can be baked to some degree (my EXPERIMENTATION lead me to believe this), the hard part is actually visual "believability" or some kind of visual animation realism, which is outside the scope of WRITING.
Yes, it's outside of the scope of writing. It falls in proc-gen. It just so happens that key complexities between generated stories and character behaviors - i.e. animation - are basically the same. The only _real_ difference is the actual animating. The procedural parts are the same.
AI for character does not have to be awesomely complex. You're right. But the structure does have to apply to most meaningful parts of them (the characters). You have to find the most "summary" aspects of a behaviour and define it.
For example, take Luke Skywalker - he's well known.
. he's brave
. he's hopeful
. he's complex
Ok, say the player controls Han Solo. Let's say Luke screws up. Now Han berates him. How should Luke react?
How does Luke respond to being berated? Let's look at his relationship with Han:
. respects him
. distrusts him a little
. sees him as an icon of the "free life"
. sees him as "practical," as-in not idealistic
Now Luke gets berated. How does he feel:
. angry?
It depends on the context. If he's being berated for his naivete, he probably won't. If he's being berated for his idealism, than he will. I'd have to watch the movie again for clues.
Say Luke is defined like this:
. bravery: when fighting the "good fight," not when having to abandon his existing duties, even if they are less important
. hopeful: only when he can see a clear path, even if he has to underestimate the complexities of the future to do it; not when there are minor setbacks, particularly when they provide an issue he can't relate to
. wants to be the hero: wants to be respected, but is also willing to learn to get there.
Pretty basic. The goal is to find the most "central" elements of each character/relationship. That way you can have constructs like:
. this piece of dialogue demonstrates 30% bravery, 70% hope
. this animation/sequence demonstrates 20% bravery in the face of physical danger, 50% bravery in the face of life-threatening danger, 30% distrust that the other speaker will follow through on his promises
-> the number don't have to add up to 100... only in the dimensions that qualities share - you get it
But just "bravery" is useless. You need to have an idea of "Luke's bravery," and how it is expressed. Then you need to divide it into pieces. You might have: his bravery under pressure, his bravery when others are around, his bravery when alone, his bravery around his dependents, his bravery when his friends are in danger. Each type will have "core" qualities of expression, elements in the writing style (etc) that demonstrate each one the best.
How does Luke react to Han? Maybe you want to see just the impact on bravery? Now you need to know:
. the context - let's say it's: Han is questioning Luke's ideals, particularly the ones to do harm to a friend for the greater good (i.e. commit the small evil for the larger good)
. how Luke feels about that particular ideal - is he sensitive to it? is he afraid of it? is he normally questioned in that way by authority figures?
I don't know if this is clear: character design comes down to finding the most elementary elements of a character i.e. finding the 3 "ideas" that in various combinations cover the widest range of who that character is. Constructing them entirely of "hate, anger, sorrow" etc. won't work in the best way, because the most fundamental part of any good character is some rich complexity. The most defining element of any human is inherently abstract. If you now want to divide a human in two, you need a complex divider.
You need a complex deconstruction to produce simple tools. What I always see in AI design is simple tools trying to be leveraged into complex characters. And every time, people go, "oh shit, this won't work!" And that's because the tools don't stretch. They get mired in tools, the designers.
Your approach is constructive. I'm just showing you where I come from when I try to define all these really abstract concepts.
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Deconstructions (and context or something)
A final example. If you focus purely on the "grammar" you'll stay low-down on the pole. Humans are constructed of emotions, certainly. But deconstructing a human to that degree is an enormous task. It is a lot easier for me to start with the simpler problem. Instead of defining myself as the product of 8 emotions that occur situationally - that define every aspect of my character (however that works....) - let's try and define me using only 2 qualities.
What should these qualities be? I don't know. But I bet you their definitions will be very complex. Happiness and anger? Hell no. What character is defined just of those two? Cardboard characters. The grammer-first AI design always produces cardboard, for this reason. I'm complex. If you want to approximate that complexity you need to either:
a. Deconstruct an entire human - an awesome task
b. Be smart in your deconstructions.
So maybe I can divide myself into two fundamental qualities. Let's call them quality A, and B. We can combine them, situationally, to define my character. So we'd get:
. 10% A + 30% B, or
. 100% A + 100% B, or
. 0% A+ 2% B etc
We can even create a quality in the sound effects and animation that represents A most effectively, and B most effectively.
What should A and B be defined as? Plan:
1. Collect everything that defines a character: writing, concept art, whatever.
2. Try to find the most even division among this stuff, so that two things are true:
a. Overlap is minimized.
b. The importance each pile has in the definition of me is equal.
Woah! This will produce an A and B that when used in random combinations produces the greatest coverage of me. Trust me on that. Tips:
. lack of overlap and distribution of power produces orthogonality
(There is a function to determine the best distribution _exactly_, but we'll cover that later, maybe).
You require for each item in the piles:
. a thorough definition of self - a break-down of its components - here's where you apply all your theories, as many as you want
. a estimation of value (to the global definition) - like the picture of my mother is 2% of who I am, out of everything that is there
Example. Say I wanted to deconstruct cheese, as-in the component of my personality related directly to chese. Components (items in the pile):
. delicious - wikipedia definition
. pictures of cheese (with ratings on which ones mean the most to me)
. a story about cheese eating as a kid
Now I need to say, look at the pictures. I do this:
. split them by by type
. split them by deliciousness
. split them by price
. split them by how much my sister likes them
In each split I assign a value - this is the amount each section means to me in the way I feel about cheese:
. maybe gouda is 30%, chedder is 50%, and the rest is 30%
. cheap cheese is 80%, expensive is 20%
. cheeses my sister likes is 90%, and the ones she doesn't is 10% - weird!
I can divide them by association:
. cheeses that remind me of rock music is 50%, 20% for classical, 30% for reggae
. cheeses that I'd describe as "shakespearean" are 15%, dickens as 85%
. cheeses that are bold are 20%, are smelly are 30%, are weak are 30%, and are nutty are 20%
A cheese can only fall in one category in each division. Of course we can do this:
. divide into goudas, then divide into goudas from france, italy etc.
Divisions can be whatever you want. You can mix and match! You can deconstruct using whatever qualities you want. Want to do you emotions here?
. cheeses divided by: anger, sadness, happiness, hope
. then divided again by the same qualities, and again.
. so you get: cheese falls into anger in first division, then anger again in the second, then sadness.
-> this produces something like "mostly angry and a little sad"
Note! Each definition is based on its relative association with everything else!
I repeat for each thing in the pile. I can deconstruct, for example, the definition of cheese into sub-components, such as individual phrases. I can deconstruct anything that can be cleanly split in two.
. This is a formal way for producing two piles: cheese A, and cheese B. Each pile holds _anything_ that relates to cheese: pictures, descriptions, everything. Each item has an associational weighting relative to every other item, and value relative to every other item.
Then we run some function to split into the A/B that gives the most coverage, and we implement our animation primitives - or whatever - so that one demonstrates an A on a scale, and the other B.
_Then_ you can define a state change however you like. You can use any item in the pile - anything - and include it in your definition, and your generator will make the approximation, through dialogue, sound, whatever. And it will do so with the
minimal number of core constructs. Yeah!
You don't need to commit to one deconstruction, and you get the most mileage for each piece of data you do construct, and more importantly, you use the smallest number of constructs in the game itself. You can deconstruct a character
in any way you want. Hells yeah.
That probably only made a little sense. I'm just trying to give the gist.