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The Designer's Notebook: Numbers, Emotions, and Behavior
 
 
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  The Designer's Notebook: Numbers, Emotions, and Behavior
by Ernest Adams [Game Design]
20 comments Share on Twitter Share on Facebook RSS
 
 
January 27, 2009 Article Start Page 1 of 3 Next
 

[Can games be realistic emotional simulators? Game designer and writer Ernest Adams explores in depth how AI might actually emulate human emotions.]

Computers were first invented to crunch numbers for their own sake. Charles Babbage's Difference Engine was built to calculate polynomials, and Lady Lovelace wrote the first known program for his Analytical Engine to compute a sequence called the Bernoulli Numbers.


It wasn't until later that computers began to be used for applied tasks such as figuring out trajectories for artillery shells. Later still, computer games were invented. We put a veneer of meaning on top of a mathematical simulation to create an imaginary world, but often the veneer isn't very thick. It's particularly noticeable in economic simulations and role-playing games. You win the game by watching the numbers on the screen.

This makes sense in economic simulations, especially ones that are supposed to serve an educational purpose. Recently, I got a chance to play a beta version of a funky little game called Super Energy Apocalypse from Brain Juice Games. Its designer, Lars Doucet, characterizes it as "Sustainable energy use... AND ZOMBIES!"

Every night your community gets attacked by zombies (actually, garbage-eating aliens disguised as zombies... it's a long story). To win the game you have to develop non-polluting energy sources to power your defenses. Zombies love smog and nuclear waste, so you have to keep your eye on both the energy production rate and the amount of smog and waste you're creating in the process. It was fun, and, as it's based on real-world power generation systems, I learned some things.

For the most part, though, I'm starting to find myself a bit tired of games in which the mathematics are so close to the surface. I love role-playing games for the exploration, the stories, and their large variety of characters and locations, but I'm less enthused about the constant trading and upgrading.

All that emphasis on gear seems distinctly nerdy to me. There's not much difference between bragging about your Superior Glowing Voulge of Major Whacking, and bragging about your overclocked liquid-cooled Alienware PC with the Go-Faster LEDs in the case.

RPGs are about character growth, but it's all character growth as expressed in numerical terms. At the end of the game your character is faster, stronger, more dexterous, and so on; you have the figures to prove it. But he might as well be a robot as a human being. There's precious little of what we might call psychological character growth -- growth as a person.

So I'm starting to think about games that turn numbers into behavior. Of course, many games use finite state machines for their characters' AI, and the finite state machines take numerical values as input. ("If the enemy is within range, switch to attack mode.")

But these machines don't change -- the characters don't grow and learn to change their behavior. And as designer/professor Michael Mateas pointed out, finite state machines can't walk and chew gum at the same time -- i.e., they only exist in one state at a time, so they can't exhibit complicated mixtures of actions.

An early example of a "character" apparently changing its mood and behavior in a sophisticated way appeared in Chris Crawford's Balance of Power. I've written often about this game because it was both brilliant and unique -- a simulation of superpower geopolitical maneuvering that, so far as I know, has never been tried since.

It was a single-player game. You played either the USA or the USSR, and you tried to maximize your country's prestige at the expense of the other side, in part by facing them down in a series of diplomatic crises. (The Cuban Missile Crisis is the most famous real-world example.)

In each turn, both sides undertook various diplomatic activities (such as forming alliances) in smaller countries around the world, and in the next turn, each side had the chance to challenge the actions that the other side took -- a crisis. When a crisis erupted, one side or the other would eventually have to back down. It was essential to choose your battles carefully, because if you provoked the other side into nuclear war, you lost the game.

Balance of Power was such a hit that Crawford wrote a book explaining how it worked, right down to the equations he used. The book was called Balance of Power: International Politics as the Ultimate Global Game. It's long out of print, but Crawford has made a plain-text version available on his own website. I think it's a must-read for any game designer: a clear and intelligent explanation of how mathematical formulae turn into behavior.

 
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Comments

Anthony Charles
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I

Patrick Dugan
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"To humanize NPC actions would be to muddy the rule set with an extraordinary number of unquantifiable variables."

Yup, this is the challenge, however it can be balanced with elegant and clever design. Scripting is too asymmetric. To borrow a phrase from Craig Perko, it´s like trying to like a sofa with a toothpick.

Dave Endresak
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I used to play Balance of Power but I never read Crawford's book. I understand precisely what is being said here, though, and I concur wholeheartedly.

Anthony said that humanized NPCs would alienate most players, but I don't think that's a valid stance to take. There's no proof, for one thing. The same types of arguments have been made at offering different types of content in other media such as film, or even licensing products such as Japanese entertainment targeted for female audiences ("oh, girls and women aren't interested in such stuff in the English market" was a very common claim 10-15 years ago). It may be that certain groups of current players, perhaps even a majority, would reject such content, but that's irrelevant because offering such content might appeal to people who refuse to play right now due to the lack of humanized NPCs. This idea is what has propelled Nintendo's success with the Wii and DS; don't compete for market share out of the same barrel with Microsoft and Sony, just go get market share from a different barrel.

I've often argued that the much more humanized characters in many Japanese adventures, visual novels, and simulations are precisely why these games have greater appeal to me, personally, than much of what is created in the English market. The same thing applies to English comics and animation compared to their Japanese counterparts. This appleal isn't for everyone, of course, but the growth in popularity of such entertainment around the world over the past 10-15 years has demonstrated that there was certainly an untapped market demand. I think that the arguments in this piece are very similar in nature; offer content that appeals to people who find current offerings to be uninteresting or unappealing.

Pippin Barr
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Really enjoyed this post, thanks for writing it. It is, of course, a pretty ancient debate, but I think you managed rather well to make it exciting again (rather than, say, demoralising :)

Quick point about The Sims, of which you state "The player doesn't get any convenient digits or power bars. She's not supposed to be thinking about the game's characters as simulations, but as real people." Not quite true, since The Sims 2 provides a wealth of quantification of your Sims' needs and so on. In fact, in my doctoral research it was pretty typical of male players of the game to be more or less obsessed with playing The Sims like an RPG, maxing out the "stats"...

More generally, the only thing I'd like to say about this debate is the importance of remembering that we don't need to *really* simulate emotions and so on inside the algorithms of the game, we need to do enough to help players *interpret* what they see as involving complex emotions and so forth. I'm guess that's what Balance of Power (I've not played it, sadly) does well. I also think that people are only too willing to attribute complex psychologies to things they don't understand the inner workings of... so in theory that's win-win...

Richard Cody
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You don't have to completely recreate human emotions or all the intricacies of their interactions. Board games were never made as art, games have been on and off. But Just like any artistic vision you can narrow the scope or range of emotions and responses.

Tons of games, even in the mainstream, are HUD-less. That's one definite step closer to immersion and avoiding stat stacking for the sake of it (if stats became invisible, like the HUDs).

But character development could be reflected in a more linear fashion first. For example in Zelda, Link never emotes anything when enemies approach. As a sign of an enlightened Link a simple battle ready stance that wasn't as confident at the game's start, could show development.
Wind Waker had some signs of this through struggles pushing big boulders or determination when swinging swords.

Anthony Charles
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Mr. Endresak,

My interpretation of the article was that the author was advocating a more complex and multi-faceted relationship between player and NPC, where the effect of player action on NPC was not readily apparent. My take on that was that a game as described would be maddening to most traditional gamers because the correlation between cause and effect and the reasons for success and failure would be difficult to determine.

I feel like you read the article to be a call for more realistic characters in games, which it is not. I even addressed this when i said, "video game characters should exhibit more human behaviour, but as written by the developers not as calculated by formula."

Perhaps there is a segment of the market that would find a human simulator type game interesting. From what I understand of D&D the rules can be kind've amorphous, so maybe theres a model for success.

Carlos Lopez
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It seems interesting but I think that I understand what you mean. Games often handle feelings as something important in it, especially RPGs, but this are limited to developer pre-scripted events that force some feelings on the player he doesn't really feel (maybe he hates the female protagonist and disconnects from the male protagonist who loves her) and because of that the players actions wouldn't make sense in the story (finding a horrible way in which to kill this character then revive her as she thankfully says "Thank you dear!"). The other side is where emotions are stats or states, even specifically so (where you are shown the numbers) or indirectly (but still obviously). Think of Japanese Dating Simulators, they are extremely simple, ignore the many feelings people have and pretty much only allow you to be the perfect man for one woman or not. This is simplistic and pretty soon people play this like stats.
The Sims do have stats, but the relationship stats are only shown in a crude manner (it shows what your character feels about the other person, not how the feeling is returned). Because of this, even if the relationships of The Sims are superficial and simple (it's only love or hate, and mostly based on money, stats and power and don't consider the other relationships) you mostly handle the relationship in a way you'd do so with a person, you expect similiar reactions even if you know it's nothing like the gamut of feelings.
D&D on which most if not all RPGs built (hence the leveling and stat system) doesn't have any system for handling people, it lets the DM handle this based on his human experience, computer's don't have that, so a crude system is invented, this systems are ridiculous because by being so predictable they give unexpected inhuman results. Example: in Fable you could be as evil as the Devil, pay a great amount of money to the church, become goodly and nice and everyone would believe you were good. You can do this as much as you want without anyone suspecting anything. This is not what you'd expect from people, so you stop treating them as people, and since the story depends on emotional tying to the characters, little if any occurs. What if some characters mistruted you? What if some characters had mixed feelings because even when you are good you do certain neutral actions that they feel are evil? You don't have to have full emotions and realistic simulations of feeling, but enough to trick the player into thinking that the feelings are real, and to treat those NPCs like characters, not graphics on top of a bundle of numbers.

Steve Hollasch
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While better artificial emotional intelligence would be useful for NPCs, I'd like to point out that it's useful in a much broader context: that of the presentation of the game itself. I spent some time thinking about this stuff when working on a sports title a few years back. While it was clearly applicable to players, coaches and fans in the game, I was really interested in how such a mechanism could be used to better present the game to the player. On the one hand, the focus of a given scene is driven by the message that the "director" wants to convey -- what's important strategically, tactically, or dramatically. On the other hand, a good artist is always aware of the emotional state of the player/audience, so that they can best guide them along the story or event.

Let me give a more concrete example. In the football game I worked on, we would transition the player from the end of play back to the huddle. During this time, the presentation engine had to choose between field shots, player/coach reactions, audio commentary, and so forth. In many instances, it was this unseen "director" that felt lifeless and robotic. Either because the focus was completely wrong (focusing on something relatively unimportant while skipping a minor but emotionally important moment with a given player), or because we'd go to a cutscene with much higher emotional level than was actually warranted at the time. How many times have you seen a game character who clearly had three too many espressos for lunch?

While many games have an exceptionally limited presentation (attach camera leash to player), others are ripe for significantly richer presentation. I believe that emotional intelligence (and the understanding of primitives like storyline, history/memory, wisdom) would make for much more compelling games.

Mike Rozak
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When you add emotions to NPCs, the games STOPS being about killing and loot, and turns into a game about relationships between the PC and NPCs, and between the NPCs.

Dave Mark
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Funny that Ernest should write about this. At this years' GDC, at the inaugural AI Summit, one of the lectures is:

Breaking the Cookie-Cutter: Modeling Individual Personality, Mood, and Emotion in Characters given by myself, Phil Carlisle, and Richard Evans (coincidentally of "Sims 3" fame).

We will be discussing exactly the points raised here including some of the pros and cons. We will discuss some examples of how infusing your characters with personality, mood and emotion can be accomplished technically, artistically, and offer deeper, more immersive gameplay to your players.

On topic, it is possible to craft these issues into your games without "maddening" your players. The trick is, if the reactions make sense to us as people, they make sense for our characters as people. If done wrong (or arbitrarily), THAT is when it alienates people. If done right, however, it can be an extraordinarily powerful tool for drawing people in.

And after all, how many times do we have to read reviews saying "the characters felt dull and lifeless" before we stop parroting the mantra "our players want predictability"?

Jason Adams
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@Anthony Velli:

You raise a valid concern, and I'm sure some players would indeed be put off by more complex (and therefore less predictable) behavior from NPCs. I would argue however that it certainly won't put off everyone; many people enjoy multiplayer games where the other players can be incredibly unpredictable, so there's no reason more complex NPC behavior couldn't also be enjoyable. Personally I'm all for trying it out to see how real players react.

Shanming Loh
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The possibility of "maddening" players would stem mainly from when more realistic behavior by NPCs creates complexity that gets in the way of the gameplay players are used to or expect.

It seems to me that this level of AI cannot be arbitrarily hammered into existing game designs. The additional complexity introduced by it needs to be appropriate to the role the AI plays in gameplay. So, even if we do have the technology ("better, smarter, more human?") we need to identify the complexities added by each new facet of behavior, and the impact on core gameplay.

Of course, the other side of this is that these additional complexities give us opportunites for changing our gameplay for the better, as long as we are aware of them and design to use them rather than just trying to make them fit what we currently have.

Tadhg Kelly
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Ech, sort of. I agree that having some deliberately obfuscated traits behind an AI's motivations can engender certain feelings, but I think those are largely derived from uncertainty. If you don't feel that a game is going to react the same way every time then it adds a certain frisson which obliges you to pay attention more, and thus get sucked in a bit more.

A recent example of this is Left 4 Dead, which uses static levels but a variable items and enemies placement system (which is apparently connected to how well the player is doing using some fuzzymaths) and it is pretty effective for a while, keeping you in the scary zombie movie chic far longer than most games of that type too.

On the other hand, there's a point at which such subtlety becomes pointless. One of the criticisms oft noted about Facade is that it feels quite abstract. There are lots of things going on under the hood, but they never really translate across to the player. Where games lose their point of playing (clear goals) cross over into what amounts to pure simulation, they become very reliant on player-driven goals, but player-driven goals are generally just not that fun.

That's when things become nothing but a sandbox and the average player interest drops massively. I grant that there are some players who really do enjoy the creativity of a detailed simulation just to see what they can do with it, but way more players generally can't be bothered putting in the effort to learn the skills to get to the other side of entertainment.

At this point people will often bring up games like Spore or The Sims to dispute this, but in my view they are overstating the impact of both. Many are the stories of players that trudged through the first sections of Spore just to get to the space sim, found it rock hard and stopped playing. Many are the theories of why The Sims is so brilliant when 95% of that game's appeal is essentially RPG mechanics cloaked in a veneer of suburbia.

It's a great exercise for developers to play with the idea of complexity and the scope for complex results but it often doesn't really translate to players, and thus is generally bad design rather than good. It's hard to judge when subtlety' point of diminishing returns is too approaching, but it tends to be nearer than we would like.

Nestor Forjan
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I thought the article would move in a different direction than it did eventually. I agree that keeping the math on the surface is bad for emotional engagement with the characters and story (but promotes engagement with raw achievement in a very male way).

But I thought the answer to this would be more scripting, not more simulation. Taking the math away from the player actually would help obscure the switch between simulation and scripted events, allowing designers to script material on top of their simulated "character arc". That is the opposite of Façade.

Don't get me wrong, I think AI storytelling is a good goal for experimentation, but look at the example on the article itself about the hidden variables controlling aggression on Balance of Power. Not displaying them (or telling players they were there) allowed the game to feel it was acting in an emotional way because they didn't know their own actions were influencing the outcome.

Imagine the Karma and Luck systems in Fallout 3 were not exposed to players. The scripted events in the game's story would feel like proper retribution and, what's more important, players wouldn't feel they are being punished for their actions by restricting conversations due to low or high Karma. Obscuring the statistic, the options the player is not experienced *never actually happen*. They couldn't. The reality of the game didn't include them.

That means even if the episode that has been triggered in this manner is a pre-set script selected among others players will have a harder time being able to determine that. The designer's job made easier, not harder, by incorporating these techniques.

Jason Bakker
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I find this article intriguing - I am currently conducting some experiments along these very lines.

By simply having an AI character make their decisions based off attributes, and those decisions changing those attributes, you should be able to achieve the mutable situation the article describes.

In any case, it's heartening to know that there are other people out there thinking along the same lines - it means I may be going in the right direction!

Brian Bartram
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Blanket generalizations such as Anthony's are far too simplistic for a console generation that just witnessed the Wii open up a whole new market. The continued divergence of players and game genres are further evidence that we need to stop thinking in terms of "games" and "gamers" and start to look forward toward a spectrum of "interactive entertainment software" where the vast majority of consumers fall into one category or another. In this future there is considerable amount of room for new approaches like this.

To address the fear of "angering (traditional) players", several points need to be made. What the author proposes is to add another tool to our Game Design toolkit. Like all the tools in this toolkit, there are situations where they can be used and those where they can be misused. Consider these options:

* On which AI are these emotional responses implemented in the game? If the AI who have these emotional responses are ambient, like the people wandering the streets in GTA, then I welcome interesting, emergent emotional behaviors. Sure, I don't want the target of my "sniper mission" to have a Freudian breakdown that fubars his pathfinding. However, I would consider that a bug to be fixed, and not a reason to abandon this approach entirely.

* What type of game are you applying this tool to? Judging this approach when applied to Indigo Prophecy is not the same as judging it when applied to Enemy Territory: Quake Wars.

* Anthony's concern takes it as a given that a system like this would have sole control over AI for the duration of the game. In fact, there's no reason why designers couldn't switch between this procedural method of AI control and a completely scripted version when it suits the story and gameplay.

Although there are limited applications of this approach when you attempt to shoe-horn them into existing games, it doesn't take a psychologist to see how future games could give players what they've been asking for year after year - an experience that's not a rehash of last year's hit.

stieg retlin
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lovely article! i have been looking for games like this for a long time, my favorite being dwarf fortress, however that's not the most casual of games to play.

i haven't read every ones reply so i dont know if what i'm about to mention has been mentioned or not. i've thought for a long time a system that would fit the emotional model of video game development well would be to develop a "conversation engine." it would be a chat dialog simliar to SCUMM games, but would construed to encourage fast game play and dynamic conversations - not just static dialog trees. These dialog trees could be used to examine a given NPC's state in the machine state system, and thus alter their state through dialog. A game could be construed around this setup, and in theory could create a more dynamic but socially and emotionally centered game.

Wylie Garvin
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Interesting article. It reminds me of the research by the Oz group at CMU about a decade ago, on believable agents. They modelled characters' emotional states as a set of values which could increase or decrease over time. The emotional states would affect the character's behaviour, but also be affected by events that happened to the character. One of the goals they had, was to make it so designers could easily build a "personality" for a character, that controlled how they would react to events. For example, some characters might react to aggression with increased levels of fear and timidity, while others might react with increased levels of anger and aggression of their own.

One thing they discovered, is that players could not read the emotional states of their characters if they tried to present too many aspects of that emotional state at once. They ended up using presentation techniques that suppressed the contribution of all but the currently-strongest one or two emotions. So even though a complex mix of things was being induced in the characters, one emotion would win out and be presented clearly to the player (via stance, facial expressions, gestures, and so on).

Anyway, their publications are still available here:
http://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers.html

Shawn Yates
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Great article, interesting food for thought. It would be nice to see some games take this next step of development. As Steve H points out, even if only to help progress the overall presentation of games to make them feel more lifelike and involved. I think that is a reasonable and logic next step for games to take.

Stephen Chin
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I am reminded of a snippet from the GTA4 Review - the reviewer noted that they enjoyed playing multi-player with bots more than playing with people. The reason? Bots were more unpredictable and fun. While the reasons for this are many (L4D's commentary on open world - style gameplay for instance makes a good point), the reason the reviewer wrote of was unpredictability in the form of entertainment moments. The bots were much more likely to engage in 'fun' activities - perhaps not always smart or game-winning, but fun. Players, conversely, were noted to repeat the same few habits and behaviors over and over.

A more recent article here on the AI difficulty in Pure is also a good example of how emotion can help with gameplay. While the article is about difficult and not emotion persay, it does offer thought on how one can model hidden behavior into something relevant to the player. One may not need to have numbers for likes and dislike so much as model the appearance of NPCs wanting and doing along side the players doing the same.


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