Emotional Models in Games Max Douglas Chris Zhu Tania Tam Luke.

Slides:



Advertisements
Similar presentations
Treasure Hunt By: Eric de Boer & Olaf van Zon. Introduction Assignment: use VRML and DLP VRML = 3D but not very fast DLP= Logic language, not fast either.
Advertisements

Working with Groups Working with Groups Much of your work as a mentor will be working with a group. This is a particular and valuable.
Zombie Robots, the Game - An EECS 494 Game Design Project December 10 th, 2009 Wing Hong Ko (Chris Hasson, Brian Nixon) Presented in Technical Communication.
Artificial Intelligence in Game Design Intelligent Decision Making and Decision Trees.
Spring 2007COMP Design Teams Team Structure Interdisciplinary Teams.
Writing for Games Lynne Hall, Susan Jones. What we will 1. Game Genres 2. Game Design Cycle 3. Early Days Techniques 4. Your Game.
Lessons learned from a multiplayer RTS development Based on: ures/ /terrano_01.htm - accessed on 17th December.
How do games work? Game Workshop July 4, Parts Sprites/pictures Map/background Music/sounds Player character Enemies Objects.
Aug 24, Fall 2005ITCS4010/50101 Design Teams Team Structure Interdisciplinary Teams.
Games Programming III (TGP2281) – T1, 2010/2011 Game AI Fundamentals John See 15 November 2010.
Lecture 3 CS148/248: Interactive Narrative UC Santa Cruz School of Engineering 10 April.
University of Toronto Department of Computer Science © Steve Easterbrook. This presentation is available free for non-commercial use with attribution.
Sep 14, Fall 2006IAT 4101 Design Teams Team Structure Interdisciplinary Teams.
Real-time Crowd Movement On Large Scale Terrains Speaker: Alvin Date:4/26/2004From:TPCG03.
CS320n –Visual Programming Interactive Programs Mike Scott (Slides 5-1)
Demystifying the new Primary computing curriculum
Games Design Nick Sims.  These are broken down into two sections, visual style and game play. We are going to look at Visual Style What do you think.
Ordinance Survey Maps.
Game city International Starting on the road to programming. This project is all about learning how to program using scratch and other languages. The aim.
CORE MECHANICS. WHAT ARE CORE MECHANICS? Core mechanics are the heart of a game; they generate the gameplay and implement the rules. Formal definition:
Chapter Objectives Explain Web page multimedia issues
AI and GAMES CSC 8520, Villanova University Spring, 2004 Paula Matuszek & Robin McEntire.
Game Genre. Classification of Games How do Games work?
Web Design, 3 rd Edition 6 Multimedia and Interactivity Elements.
Games Development 2 Entity / Architecture Review CO3301 Week
CSE 381 – Advanced Game Programming 3D Game Architecture.
Tools for Game Developmet Erik Harpstead Carnegie Mellon University 1.
CompSci 4 Chap 5 Sec 1 Oct 13, 2005 Prof. Susan Rodger Note: thanks to Wanda Dann and Steve Cooper for slide ideas.
Mobile Application Design and Development Insert Your App Name Northeastern University1 Name of App Tagline (80 chars max, including spaces) Team member.
10/5/20151 Game elements Game Design Vishnu Kotrajaras, PhD.
1 CO Games Development 1 Week 6 Introduction To Pathfinding + Crash and Turn + Breadth-first Search Gareth Bellaby.
Introduction to AI Engine & Common Used AI Techniques Created by: Abdelrahman Al-Ogail Under Supervision of: Dr. Ibrahim Fathy.
Think Game Play! advanced-prototyping/ 016.
TGP2281: Game Programming III also better known as Game AI.
Institute for Personal Robots in Education (IPRE)‏ CSC 170 Computing: Science and Creativity.
Interactive Programming Sec 49 Web Design. Objectives The student will: Understand the difference between movie mode and an interactive program Understand.
(Working Title)‏ 1. Introduction to the Game 2. Technical Details 3. Demo of the Prototype.
SCRATCH. Course Outline Session 1 – 8.45am to am  Introduction  Basics of Scratch programming - Control / Movement / Looks and Sound  Example.
2.1. T HE G AME L OOP Central game update and render processes.
3D Game Programming All in One By Kenneth C. Finney.
Games Development 2 Overview & Entity IDs and Communication CO3301 Week 1.
Games Development Game Architecture: Entities CO2301 Games Development 1 Week 22.
Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead) Keith Rosier (Asset Lead)
11 General Game Programming Approach. The program is event-driven The program is event-driven –Messages = events –So as all windows system (for example.
University of Illinois at Chicago Electronic Visualization Laboratory (EVL) CS 426 Planning the Game Design Spec & Blitz3D Workshop © Jason Leigh Electronic.
Games Development 1 Review / Revision CO2301 Games Development 1 Semester 2.
Sega 500 Scripted events and Sequences Jeff “Ezeikeil” Giles
UW EXTENSION CERTIFICATE PROGRAM IN GAME DEVELOPMENT 2 ND QUARTER: ADVANCED GRAPHICS Game program main loop.
Interactive Programming Alice. Control of flow Control of flow -- how the sequence of actions in a program is controlled. What action happens first, what.
Department of educational leadership instructional technology program Games for Learning: Using Game Play and Game Design to Facilitate Learning Dr. Wayne.
First, I should introduce you a computer game. It’s Called League of Legends (LOL). Please ignore strange grammar.
1 CO Games Development 2 Week 16 Blackboard Model Gareth Bellaby.
1 Understand what Scratch is and what it can be used for Lesson 1: Learning Objectives.
M1G Introduction to Programming 2 2. Creating Classes: Game and Player.
ISA 95 Working Group (Business) Process Centric Exchanges Dennis Brandl A Modest Proposal July 22, 2015.
ESA Modle of Teaching 外国语学院 刘丽平. content The natural language acquisition can be difficult to replicate in the classroom,but there are elements which.
A Conceptual Design of Multi-Agent based Personalized Quiz Game
Game Architecture Rabin is a good overview of everything to do with Games A lot of these slides come from the 1st edition CS 4455.
GAME:IT Designing Good Games.
MAKING HISTORY GAMES Not talking about: apps, PC games, online games, games FROM history.
CSE 5912 Student Presentations
CIS 488/588 Bruce R. Maxim UM-Dearborn
Blender API: Part 2: Game Engine
Android Topics Threads and the MessageQueue
Learning Intention I will learn about programming using selection (making choices) with one condition.
Planning and Storyboarding a Web Site
Designing an Attraction Culture
Games Development Game Architecture: Entities
Games Development 2 Entity / Architecture Review
Presentation transcript:

Emotional Models in Games Max Douglas Chris Zhu Tania Tam Luke

Background  Our topic is emotional modelling in AI … GAMES  Need a game with some kind of behaviour being modelled, or commands being given to an agent that may have emotions. E.g. RTS (dune, warcraft)  soldier ignoring order  FPS (got panicky) FPS (quake, enemy territories)  panic & fear effecting the players avatar  the enemy loosing moral Take a game and overlay emotions in the decision making process

Learning Outcomes  Game Technology rendering, write our OWN 3D code: openGL (sound if time…) animation sequences (not covered in 372) physics modelling AI (behavioural modelling, path finding at least)  Execution Framework commonly write command line apps that run until and answer is derived or something in the win32 environment with a message queue (& winMain) for games, it is more common to have a much more restrictive execution model. All logic has to run between frame rendering code, WITHOUT taking “too long”. Ie. have to consider execution time constraints. Includes: physics model, behavioural models, AI, etc. same constraints apply to MMORPG servers wanting to allow many players/entities in a single “location”.

Our Requirements  Low art content (vary labour intensive) very labour intensive we lack personal skills/experience in this area  Simple model something easy to render and animate ideally easy to do collision detection if we can work physics into the game

Village Sim  Village ideas a population of people engaged in daily activities. Collecting resources: hunting, farming, fishing, mining, lumbering, etc. simple world simulation where the population are modelled at physical location level. Ie. the place they need to hunt has a location and they move there to do hunting. ideally the village grows naturally, with new population members taking unclaimed land. Paths could push through the terrain…  A simulation. Like sim city, as the SIMs but we don’t have time to generate story.  This technology could be the “background” simulation of the local population for a RPG. Currently there are some simple background simulations adding colour and vibrance to the gaming experience such as: weather patterns Economic  We are putting together a village with people doing “real” things adding in emotions!!!!!!!

Village Sim (Con’t)  Outcomes Reached going to use robots and simple terrain village full of people with daily activities  add emotions into game  players – changing the emotion parameters/setup of population  can take control of individuals if we have time learning goals attained:  AI: path finding, behavioural modelling  Rendering: simple 3D engine development. If time we can animate particular actions (animation sequences)  emotions… learning goals unlikely to be included:  physics modelling

Summary