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

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

2 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

3 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”.

4 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

5 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!!!!!!!

6 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

7 Summary


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