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Adventure(?) Games Workshop on AI planning in games.

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Presentation on theme: "Adventure(?) Games Workshop on AI planning in games."— Presentation transcript:

1 Adventure(?) Games Workshop on AI planning in games

2 Games Sherlock Holmes and the secret of the silver earring –Traditional point and click adventure –Talk to people, pick up and combine objects –Linear narrative –Static world

3 Games Fahrenheit –Non traditional –Dynamic world –Time pressure –Action scenes –Can die –Non-linear narrative –Multiple player characters with conflicting goals

4 What makes them good? Sherlock Holmes –Failure is impossible –Satisfaction of solving logical puzzles –Strong narrative with engaging recognizable characters Fahrenheit –Predictable, consistent world –Must react to a dynamic world –Meaningful graphics –Characters seem alive

5 What makes them bad? Sherlock Holmes –Very slow moving –Lots of effort, not much pay-off –Statues as NPCs –Repeated dialogue Fahrenheit –Trial and error,not puzzle solving –Too fast, especialy for novice users –Just too depressing

6 Planning to improve gameplay Changing player goals according to current knowledge Smart assistant to help you out, using planning to make suggestions for the player Determine narrative using a planner ahead of time Plot/dialogue changes as player knowledge changes


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