One of them is the following: my work, as well as the work of e.g.
Erin and Ken, somehow models what the player enjoys and gives the
player more of it. That is, it implicitly assumes that you should give
players more of what they like. Mark pointed out that you should
sometimes give players content they don't like as well, otherwise they
would get bored. My take on this is that it simply means that your
model of the player's entertainment is somehow faulty or too shallow;
with a good model of player entertainment, we should at any point
choose the content that optimizes expected long-term enjoyment.
What's your take on this? Mark, would you care to elaborate on your
view (which I probably misrepresented)?
Julian
--
Julian Togelius
Assistant Professor
IT University of Copenhagen
Rued Langgaards Vej 7
2300 Copenhagen S
Denmark
jul...@togelius.com
http://julian.togelius.com
+46-705-192088
An alternative is to take a multi-objective
view that factors out various dimensions
such as familiar ... unfamiliar, easy ... hard,
consistent ... variable and so on.
Simon
Consider a class of agents called drama managers. The goal of a drama
manager is to manipulate a virtual world so that our experience takes
on dramatic qualities. The user/player has agency to act in the world
to achieve his or her goals. The agent must be reactive in real-time
because we also do not have a perfect model of the user. What we know
of humans is that they are bounded rational agents. That is, we try
to maximize payoff. For example, when I travel by plane, I enact a
policy that minimizes negative situations. I get to the airport early,
I make sure my bags are taken care of, etc.
Drama is a complex phenomenon. But one thing that most narratologists
and narrative psychologists agree upon is that drama occurs when there
are "obstacles" that are eventually overcome. For simplicity, let's
consider an "obstacles" as any force that impedes the achievement of a
goal (or violates an achieved goal state that is to be maintained,
like health or happiness). Anxiety mounts as obstacles mount.
Catharsis occurs when all obstacles are overcome through means other
than happenstance.
Thus, if a drama management agent were to manipulate the world so that
I have a dramatic airplane travel experience, it would make
moment-to-moment decisions that would make me late to the airport,
increase the probability that my bags are lost, etc. Why do we need
the drama manager? Because most people will attempt to minimize
obstacles. But note that the drama management agent is not purely
adversarial: it cannot obstruct me such that I have no chance to
complete my travel goal. It must make be believe that I cannot but
then also facilitate my eventual successful goal accomplishment.
Narratives are temporal in nature. At any given moment it may /appear/
that a system is /locally/ giving the user content that they do not
like, but /globally/ will like. However, the user will not be aware
that they like the global experience until after-the-fact. In situ,
they will -- and should -- feel frustration, anxiety, and tension. If
this interesting, I invite you to read a paper that my colleagues and
I wrote exploring some of these issues in the context of a
hypothetical system that plays a "fun" game of chess:
http://www.cc.gatech.edu/~riedl/pubs/digra09.pdf.
Mark Riedl
---
Assistant Professor
College of Computing
Georgia Institute of Technology
---
ri...@cc.gatech.edu
http://www.cc.gatech.edu/~riedl/
It would be great to develop procedural algorithms that had the ability
to generate levels that had some kind of unique twist to them.
For example, how could one develop an algorithm that could create
something as unique and interesting as the puzzle challenge in the first
level of Braid? It involves standard collection actions, but (warning,
spoiler) viewing the puzzle as both a puzzle, as well as having the
image in the puzzle act as a platform, seems well beyond the
capabilities of any generation algorithm at present.
Perhaps it would be useful to document such "generation challenges" as a
way of helping articulate research directions.
- Jim
Yes, there is definitely a need to differentiate between short-term
and long-term enjoyment. My point about the model was that if it
doesn't take this difference into account, it isn't complete, but if
it does take it account, you can just use the model and optimize
long-term enjoyment. However, while short-time enjoyment can often
gauged from questionnaires and player interaction, learning long-term
enjoyment purely from data might be a tall task. So there's probably
need for considerable hand-crafting here. Either that, or using data
from hundreds of thousands of players playing entire games - which can
be hard to get hold of.
Reward schedules are definitely interesting. Something that's always
fascinated me is Skinner's random reward scheme that induces
"superstition" in pigeons (and, it is claimed, in humans). Those
results go against so many naive assumptions about how learning
work... I suppose it's quite applicable to game design as well, but
I'm not sure about exactly how.
Do you have any links to papers?
Julian
2009/11/13 Magy Seif El-Nasr <ma...@sfu.ca>: