Modelling Player Understanding of Non-Player Character Paths

Total Page:16

File Type:pdf, Size:1020Kb

Modelling Player Understanding of Non-Player Character Paths Proceedings of the Fourteenth Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 2018) Modelling Player Understanding of Non-Player Character Paths Mengxi Xoey Zhang, Clark Verbrugge McGill University Montreal,´ Canada [email protected], [email protected] Abstract enable an exploration tool to better understand and experi- ment with what information becomes available to a player, Modelling a player’s understanding of NPC movements can given specific NPC routes, level geometry, and incomplete be useful for adapting gameplay to different play styles. For observation. We thus define a baseline system that allows stealth games, what a player knows or suspects of enemy movements is important to how they will navigate towards for exhaustive modelling of possible NPC positions, con- a solution. In this work, we build a uniform abstraction of strained by the gap-time and filtered by knowledge of level potential player path knowledge based on their partial obser- geometry. Players may also attribute movement character- vations. We use this representation to compute different path istics or make assumptions about NPC behaviours as well. estimates according to different player expectations. We aug- Our design naturally incorporates different constraint mod- ment our work with a user study that validates what kinds of els that reduce pathing possibilities to better represent player NPC behaviour a player may expect, and develop a tool that expectation. can build and explore appropriate (expected) paths. We find Algorithmic and representational design is supported by that players prefer short simple paths over long or complex a non-trivial experimentation and visualization tool built paths with looping or backtracking behaviour. into Unity R . This allows for flexible exploration of differ- ent, constrained models of player expectation given differ- Introduction ent segments of NPC observation. The choice of path con- straints we offer is further justified by data gathered from a The difficulty of a stealth or combat game is strongly af- small user study. fected by player knowledge of enemy movements. Previous Our work is intended to facilitate design exploration of playthroughs, outside knowledge, as well as general gam- NPC movements and geometry, and to provide a tool for ing experience allow players to make increasingly strong further understanding of how gameplay may be learned and assumptions about non-player character (NPC) behaviours, optimized through repeated player experience. Specific con- and thus better predict or identify safer or more strategic tributions of this work include the following: movement options in game levels. Modelling player as- sumptions and expectations of NPC movements provides an • We construct a generic model of player path observations insightful mechanism for understanding how players may which accommodates a variety of possible observation attempt to solve a level, particularly over repeated play. It sources and expectation constraints. also offers potential for adapting game difficulty by dynamic • We provide an algorithm for computing an exhaustive rep- modifications that either conform to or violate expectation. resentation of possible movements, as well as extensions In this work we describe an algorithmic approach to esti- that either work through our formal representation or in- mating and representing player knowledge of NPC move- corporate simple constraints to reduce the set of possible ments. We base our design on a uniform representation behaviours according to different models of player expec- of partial observations, applying algorithmic and heuristic tation. techniques to build different estimations of position and ex- • Our approach is implemented and demonstrated in a non- pected movement. We do not aim at open, unbounded pre- trivial tool within the open-source Unity R framework. diction; rather, our focus is on how players may fill the gap This allows for flexible visualization and exploration of between two observations, reflecting the use of prior, partial expected movement under different constraints. knowledge that provides consistent, but not identical infor- • Our design approach is supported by a small-scale user mation, as may be acquired from repeated playthroughs. study that shows players generally expect NPC to follow The full extent of individual player knowledge is of course simple, non-looping paths with minimal backtracking. beyond what can be acquired from simple game logging. Our approach is aimed at building the core techniques that Background and Related Work Copyright c 2018, Association for the Advancement of Artificial Stealth is one of many genres of video games that calls for Intelligence (www.aaai.org). All rights reserved. players to develop and employ strategies to avoid dynamic, 257 patrolling or static enemy agents. This style of video game universal, descriptive reaction model, interpreted, although typically requires the player to hide from the non-player en- also grounded in user data. emies in order to successfully achieve a goal. Path prediction and reconstruction can also be applied to In such games NPCs frequently behave in a predeter- real-life situations beyond video games. This includes di- mined and predictable way. This presents a puzzle context, verse contexts, such as security monitoring, using a dynamic where (among other gameplay mechanisms) the player uses oriented graph to identify moving objects and help pre- current in-game and previous observations to predict future dict abnormal behaviour (Duque, Santos, and Cortez 2007), NPC movements in order to help evade enemies or hide from as well as in observing individual animal behaviour, us- them. This knowledge may come from current, in-game ob- ing state–space modelling to study animal movement, bio- servations, observations made in previous playthroughs, as geography and spatial population dynamics (Patterson et al. well as from external resources and general player experi- 2008). ence in other, similar games. Accumulation of this knowl- edge is essential to the strategic decisions made in solving a Representing Movement Knowledge stealth level. Existing research in path modelling is primarily focused Knowledge of enemy positions and movements can be ac- on understanding and predicting player motion in order to quired from various sources. Wikis and strategy guides may control NPC behaviour. This is useful for designing agents give locations and routes (with widely varying levels of de- that can interact with users creatively (Singh et al. 2016), tail), 3rd party game videos provide partial sources, previous apply basic strategy to intercept enemies (Tastan, Chang, attempts by the player can provide multiple sets of observa- and Sukthankar 2012), attempt to appear “human-like” in tions, and even single-game observations of cyclic behaviour understanding how and where a player may move (Hladky can give multiple data points on the same route. and Bulitko 2008), and (going outside of games) as a means Representing and combining this information introduces of estimating pedestrian behaviour (Yin et al. 2016). Mod- an initial challenge. Our approach is to use a uniform model els of human motion are often based on learning AI sys- that reduces knowledge of path behaviour to a series of spe- tems, but may also incorporate other approaches, such as use cific, ordered and time-stamped observations, no matter the of particle systems for estimating occluded position (We- source. We assume (repeated, deterministic) enemy move- ber, Mateas, and Jhala 2011), and steering systems (Tas- ment is partially captured by segments of prior observation. tan and Sukthankar 2011) for physically motivated move- This allows us to structure player expectation in relation to ment constraints. Further, heuristic constraints can be de- their knowledge as a process of filling in the (unknown) gaps rived based on looking for similarities in observed move- between (known) segments, for which we can use different ment pattern (Aparicio, IV and Caban 2009), as well as algorithmic solutions. Search for more constrained solutions gameplay-specific properties, such as a quantified notion of within this space is then bounded, and the same formalism the “danger” or “risk” inherent to, and thus affecting differ- also lets us easily incorporate a variety of constraints that ent path choices (Tremblay, Torres, and Verbrugge 2014). may heuristically limit the scope of expectation. Modelling the “opposite” perspective, that is what a In this section we formalize our basic representation, player expects of NPC movement, is less common, although building a model that incorporates both knowledge and its possible with generic planning systems that do not make as- absence. The section following then shows how expectation sumptions about human or AI agency (Geib et al. 2016). can be computed, and limited by adding assumed observa- Particle approaches and other techniques that generate prob- tions and imposing search constraints. abilistic occupancy maps can also be used for making po- sition estimates. The stealth game Third Eye Crime (Isla Segment and Path Abstraction 2013), for example, is well known for incorporating posi- Our game domain Σ is a discrete two-dimensional grid, ex- tive and negative knowledge from an AI’s perceptual sys- tended into a continuous, positive time dimension: Σ ⊆ tem (Isla and Blumberg 2002) into the gameplay, although N2 × R+. NPCs follow polygonal, obstacle-avoiding routes again
Recommended publications
  • Planning for Non-Player Characters by Learning from Demonstration
    University of Pennsylvania ScholarlyCommons Publicly Accessible Penn Dissertations 2018 Planning For Non-Player Characters By Learning From Demonstration John Drake University of Pennsylvania, [email protected] Follow this and additional works at: https://repository.upenn.edu/edissertations Part of the Computer Sciences Commons Recommended Citation Drake, John, "Planning For Non-Player Characters By Learning From Demonstration" (2018). Publicly Accessible Penn Dissertations. 2756. https://repository.upenn.edu/edissertations/2756 This paper is posted at ScholarlyCommons. https://repository.upenn.edu/edissertations/2756 For more information, please contact [email protected]. Planning For Non-Player Characters By Learning From Demonstration Abstract In video games, state of the art non-player character (NPC) behavior generation typically depends on hard-coding NPC actions. In many game situations however, it is hard to foresee how an NPC should behave to appear intelligent or to accommodate human preferences for NPC behavior. We advocate the creation of a more flexible method ot allow players (and developers) to train NPCs to execute novel behaviors which are not hard-coded. In particular, we investigate search-based planning approaches using demonstration to guide the search through high-dimensional spaces that represent the full state of the game. To this end, we developed the Training Graph heuristic, an extension of the Experience Graph heuristic, that guides a search smoothly and effectively even when a demonstration is unreachable in the search space, and ensures that more of the demonstrations are utilized to better train the NPC's behavior. To deal with variance in the initial conditions of such planning problems, we have developed heuristics in the Multi-Heuristic A* framework to adapt demonstration trace data to new problems.
    [Show full text]
  • Player-Character Is What You Are in the Dark the Phenomenology of Immersion in Dungeons & Dragons
    Player-Character Is What You Are in the Dark The Phenomenology of Immersion in Dungeons & Dragons William J. White The idea of role-playing makes some people nervous – even some people who play role-playing games (RPGs). Yeah, sure, we pretend to be wizards and talk in funny voices, such players often say. So what? It’s just for fun. It’s not like it means anything. These players tend to find talk about role-playing games being “art” to be pretentious nonsense, and the idea that there could be philosophical value in a game like Dungeons & Dragons strikes them as preposterous on its face. “RPGs as instruction on ethics or metaphysics?” writes one such player in an online forum for discussing role-playing games. “Utter intellectualoid [sic] bullshit … [from those] who want to imagine they’re great thinkers thinking great thoughts while they play RPGs because they’d otherwise feel ashamed about pretending to be an elf.”1 By the same token, people who don’t play RPGs are often quite mystified about what could possibly be going on in a game of Dungeons & Dragons: There’s no board? How do you win? No winners? Then why do you play?2 Making sense of D&D as Dungeons & Dragons and Philosophy: Read and Gain Advantage Copyright © 2014. John Wiley & Sons, Incorporated. All rights reserved. & Sons, Incorporated. © 2014. John Wiley Copyright on All Wisdom Checks, First Edition. Edited by Christopher Robichaud. © 2014 John Wiley & Sons, Inc. Published 2014 by John Wiley & Sons, Inc. 82 Dungeons and Dragons and Philosophy : Read and Gain Advantage on All Wisdom Checks, edited by Christopher Robichaud, John Wiley & Sons, Incorporated, 2014.
    [Show full text]
  • In- and Out-Of-Character
    Florida State University Libraries 2016 In- and Out-of-Character: The Digital Literacy Practices and Emergent Information Worlds of Active Role-Players in a New Massively Multiplayer Online Role-Playing Game Jonathan Michael Hollister Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] FLORIDA STATE UNIVERSITY COLLEGE OF COMMUNICATION & INFORMATION IN- AND OUT-OF-CHARACTER: THE DIGITAL LITERACY PRACTICES AND EMERGENT INFORMATION WORLDS OF ACTIVE ROLE-PLAYERS IN A NEW MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME By JONATHAN M. HOLLISTER A Dissertation submitted to the School of Information in partial fulfillment of the requirements for the degree of Doctor of Philosophy 2016 Jonathan M. Hollister defended this dissertation on March 28, 2016. The members of the supervisory committee were: Don Latham Professor Directing Dissertation Vanessa Dennen University Representative Gary Burnett Committee Member Shuyuan Mary Ho Committee Member The Graduate School has verified and approved the above-named committee members, and certifies that the dissertation has been approved in accordance with university requirements. ii For Grandpa Robert and Grandma Aggie. iii ACKNOWLEDGMENTS Thank you to my committee, for their infinite wisdom, sense of humor, and patience. Don has my eternal gratitude for being the best dissertation committee chair, mentor, and co- author out there—thank you for being my friend, too. Thanks to Shuyuan and Vanessa for their moral support and encouragement. I could not have asked for a better group of scholars (and people) to be on my committee. Thanks to the other members of 3 J’s and a G, Julia and Gary, for many great discussions about theory over many delectable beers.
    [Show full text]
  • Last Children of the Gods
    Last Children of The Gods Adventures in a fantastic world broken by the Gods By Xar [email protected] Version: alpha 9 Portals of Convenience Portals of Convenience 1 List of Tables 3 List of Figures 4 1 Childrens Stories 5 1.1 Core Mechanic ............................................... 5 1.2 Attributes.................................................. 6 1.3 Approaches................................................. 6 1.4 Drives.................................................... 7 1.5 Considerations ............................................... 8 2 A Saga of Heroes 9 2.1 Character Creation............................................. 9 2.2 Player Races ................................................ 9 2.3 Talents.................................................... 11 2.4 Class..................................................... 13 2.5 Secondary Characteristics......................................... 14 2.6 Bringing the character to life ....................................... 14 2.7 Considerations ............................................... 14 3 Grimoire 16 3.1 Defining Mages............................................... 16 3.2 The Shadow Weave............................................. 16 3.3 Elemental Magic .............................................. 16 3.4 Rune Magic................................................. 16 3.5 True Name Magic.............................................. 16 3.6 Blood Magic ................................................ 17 3.7 Folklore ..................................................
    [Show full text]
  • [Thesis Title Goes Here]
    REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE A Thesis Presented to the Academic Faculty by Tanla E. Bilir In Partial Fulfillment of the Requirements for the Degree Digital Media in the School of Literature, Communication, and Culture Georgia Institute of Technology December 2009 COPYRIGHT BY TANLA E. BILIR REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE Approved by: Dr. Celia Pearce, Advisor Dr. Kenneth Knoespel School of Literature, Communication, and School of Literature, Communication, and Culture Culture Georgia Institute of Technology Georgia Institute of Technology Dr. Rebecca Burnett Dr. Ellen Yi-Luen Do School of Literature, Communication, and College of Architecture & College of Culture Computing Georgia Institute of Technology Georgia Institute of Technology Date Approved: July 14, 2009 ACKNOWLEDGEMENTS This thesis has been a wonderful journey. I consider myself lucky finding an opportunity to combine my background in economics with my passion for gaming. This work would not have been possible without the following individuals. First of all, I would like to thank my thesis committee members, Dr. Celia Pearce, Dr. Rebecca Burnett, Dr. Kenneth Knoespel, and Dr. Ellen Yi-Luen Do for their supervision and invaluable comments. Dr. Pearce has been an inspiration to me with her successful work in virtual worlds and multiplayer games. During my thesis progress, she always helped me with prompt feedbacks and practical solutions. I am also proud of being a member of her Mermaids research team for two years. I am deeply grateful to Dr. Knoespel for supporting me through my entire program of study.
    [Show full text]
  • Improving the Social Believability of Non-Player Characters in Role-Playing Games
    Agents that Relate: Improving the Social Believability of Non-Player Characters in Role-Playing Games Nuno Afonso and Rui Prada IST-Technical University of Lisbon, INESC-ID Avenida Prof. Cavaco Silva – TagusPark 2744-016 Porto Salvo, Portugal {nafonso, rui.prada}@gaips.inesc-id.pt Abstract. As the video games industry grows and video games become more part of our lives, we are eager for better gaming experiences. One field in which games still have much to gain is in Non-Player Character behavior in socially demanding games, like Role-Playing Games. In Role-Playing Games players have to interact constantly with very simple Non-Player Characters, with no social behavior in most of the cases, which contrasts with the rich social experience that was provided in its traditional pen-and-paper format. What we propose in this paper is that if we create a richer social behavior in Non-Player Characters the player’s gaming experience can be improved. In order to attain this we propose a model that has at its core social relationships with/between Non-Player Characters. By doing an evaluation with players, we identified that 80% of them preferred such system, affirming that it created a better gaming experience. Keywords: role-playing games, non-player characters, artificial intelligence, social, behavior, relationship, personality, theory of mind. 1 Introduction As computers became more present in our lives, they transformed from simple work machines into a means of entertainment. This created a massive industry of video games, an industry that beats sales records every year, and has a yearly growth rate higher than any other entertainment industry [2].
    [Show full text]
  • Emergent Multiplayer Games
    Emergent Multiplayer Games Sebastian Wodarczyk and Sebastian von Mammen Games Engineering, Julius-Maximilians-University,Wurzburg,¨ Germany [email protected], [email protected] Abstract—In this paper, we introduce a novel video game community building and enable social interaction. However, concept called Emergent Multiplayer Games (EMGs). It aims none of the existing platforms have fully delivered a unique at providing a platform for large crowds that tune in live gaming experience tailored to players and viewers alike. game streams. EMGs offer an emergent game experience by empowering a large set of individual players to influence the While there is rising demand for game streams targeted course of a single, collectively played game. We introduce the at spectators who do not want to engage in the actual play general concept of EMGs and present our approach to an EMG [4], there is still a lot of leeway between the role of the solo prototype. Our implementation is built for audiences of varying entertainer who is the only player streaming to hundreds or numbers and diverse personas. It features a control system based thousands of spectators and the spectator himself who does on multiple forms of voting ballots. A preliminary evaluation of the prototype helped to identify EMG designs effective in terms of not want to be bothered interacting with the game. However, usability and fun, but also the relationships of our implemented even a spectator might feel the urge to interfere and make his game mechanics and game control system in terms of information voice heard once in a while.
    [Show full text]
  • Character Balance in MOBA Games
    Character Balance in MOBA Games Faculty of Arts Department of Game Design Authors: Emanuel Palm, Teodor Norén Bachelor’s Thesis in Game Design, 15 hp Program: Game Design and Programming Supervisors: Jakob Berglund Rogert, Masaki Hayashi Examiner: Mikael Fridenfalk June, 2015 Abstract As live streaming of video games has become easier, electronic sports have grown quickly and they are still increasing as tournaments grow in viewers and prizes. The purpose of this paper is to examine the theory Metagame Bounds by applying it to League of Legends and Dota 2, to see if it is a valid way of looking at character balance in the Multiplayer Online Battle Arena game genre. The main mode of both games consist of matches played on a map where a team of five players is up against another team of five players. Characters in the games generally have four abilities and a number of attributes, making them complex to compare without context. We gathered character data from websites and entered the data into a file that we used with the Metagame Bounds application. We compared the graphs that the data yielded with how often a character wins and how often it is played. To examine whether the characters were balanced we also played the games and analysed the characters in depth. All statistical data gathered was retrieved over the span of a few hours on the 21st of April 2015 from the websites Champion.gg for League of Legends and Dotabuff for Dota 2. Sirlin’s (2001) definition of multiplayer game balance is “A multiplayer game is balanced if a reasonably large number of options available to the player are viable – especially, but not limited to, during high-level play by expert players.” and with the data we see that these games are balanced in terms of characters according to that definition.
    [Show full text]
  • Gramma -- Alison Mcmahan: Verbal-Visual-Virtual: a Muddy History
    Gramma -- Alison McMahan: Verbal-Visual-Virtual: A MUDdy History http://genesis.ee.auth.gr/dimakis/Gramma/7/03-Mcmahan.htm Verbal-Visual-Virtual: A MUDdy History Alison McMahan In his book, The Rise of the Network Society, Manuel Castells approaches the idea of a networked society from an economic perspective. He claims that “Capitalism itself has undergone a process of profound restructuring”, a process that is still underway. “As a consequence of this general overhauling of the capitalist system…we have witnessed… the incorporation of valuable segments of economies throughout the world into an interdependent system working as a unit in real time… a new communication system, increasingly speaking a universal, digital language” (Castells 1). Castells points out that this new communications system and the concomitant social structure has its effects on how identity is defined. The more networked we are, the more priority we attach to our sense of individual identity; “societies are increasingly structured around a bipolar opposition between the Net and the Self ” (3). He defines networks as follows: A network is a set of interconnected nodes. A node is the point at which a curve intersects itself. What a node is, concretely speaking, depends on the kind of concrete networks of which we speak. Networks are open structures, able to expand without limits, integrating new nodes as long as they are able to communicate within the network…. A network-based social structure is a highly dynamic, open system, susceptible to innovating without threatening its balance. [The goal of the network society is] the supersession of space and the annihilation of time.
    [Show full text]
  • Non-Player Character As a Companion in Cognitive Rehabilitation for Adults - Characteristics and Representation
    Non-player character as a companion in cognitive rehabilitation for adults - Characteristics and representation Mareike Gabele1,2, Andrea Thoms3, Julian Alpers1, Steffi Hußlein2 and Christian Hansen1 1 Otto von Guericke University Magdeburg, Germany 2 Magdeburg-Stendal University of Applied Sciences, Germany 3 HASOMED GmbH, Paul-Ecke-Straße 1, 39114 Magdeburg, Germany [email protected] Abstract. A lack of social support reduces the chances of successful rehabilita- tion. However, the social environment changes considerably during this time. Therefore, fostering consistent social contacts is highly relevant. To address so- cial relatedness in software-based cognitive therapy during rehabilitation we in- tend to use a non-player character as a companion. In this work we analyze pos- sible forms of representation of the companion based on required characteristics, age and gender to achieve this goal. These were set in relation to age and gender of the user. Three female and three male companions in three age groups were created and subsequently tested in an explorative feasibility study with 40 partic- ipants. 50% of participants preferred a female middle-aged companion, 25% a younger male. Older companions were chosen only by women. Regarding the gender, 62.5% chose a female companion. We present an orientation for devel- opment of non-player characters as companion in software-based training for cognitive rehabilitation. Keywords: Non-player Character, Cognitive Rehabilitation, Social Relatedness 1 Introduction Software-based training is used in cognitive rehabilitation as a successful therapy for brain damage [1]. Depending on the damaged region of the brain, cognitive deficits such as in working memory, logical thinking, visual processing or attention may result.
    [Show full text]
  • Everquest—It S Just a Computer Game Right? an Interpretative Phenomenological Analysis of Online Gaming Addiction
    Int J Ment Health Addiction (2006) 4: 205–216 DOI 10.1007/s11469-006-9028-6 EverQuest—It_s Just a Computer Game Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction Darren Chappell & Virginia Eatough & Mark N. O. Davies & Mark Griffiths Received: 26 March 2006 /Accepted: 10 July 2006 / Published online: 8 August 2006 # Springer Science + Business Media, Inc. 2006 Abstract Over the last few years there has been an increasing interest in Massively Multiplayer Online Role-Playing Games (MMORPGs). These represent the latest Internet- only computer gaming experience consisting of a multi-player universe with an advanced and detailed world. One of the most popular (and largest) of these is Everquest. The data for this study were taken from a range of online gaming forums where individuals shared their experiences of playing EverQuest. Data were analyzed using interpretative phenomeno- logical analysis (IPA), a method for analyzing qualitative data and meaning making activities. The study presents an IPA account of online gamers who perceive themselves to play excessively. The aim of the study was to examine how individuals perceived and made sense of EverQuest in the context of their lives. It is clear that the accounts presented by players and ex-players appear to be ‘addicted’ to EverQuest in the same way that other people become addicted to alcohol or gambling. Most of the individuals in this study appear to display (or allude to) the core components of addiction such as salience, mood modification, tolerance, conflict, withdrawal symptoms, cravings, and relapse. Keywords EverQuest . Computer game . Gambling . Interpretative phenomenological analysis Introduction To date, most of the research on computer game playing has tended to concentrate on adolescents.
    [Show full text]
  • Guidelines for OLAC Video Game Genre Terms (Olacvggt)
    Guidelines for OLAC video game genre terms (olacvggt) PLEASE NOTE: THIS IS A CLOSED THESAURUS AND THERE ARE NO PLANS AT THIS TIME TO ADD ADDITIONAL TERMS How to recognize an approved term in the OLAC video game genre thesaurus. • Each available term has a corresponding MARC authority record. These authority records are available for download from the OLAC website. http://olacinc.org/olac-video- game-vocabulary Description of key fields in the MARC records for the OLAC video game genre terms • The 040 field in each MARC authority record will include $a IlChALCS and $c Mvl (IlChALCS is the MARC organization code for the Association for Library Collections and Technical Services, Subject Analysis Committee. Mvl is the organization code for Marcive, Inc. Marcive, Inc converted all the text authority records into MARC records for the OLAC video game vocabulary) • Each MARC authority record will also have a 040 $f olacvggt (this is the MARC source code assigned by the Library of Congress that identifies OLAC as the creator of the video game vocabulary) EXAMPLE 040 $aIlChALCS $beng $cMvI $folacvggt • Each MARC authority record will have the following structure 155 Authorized OLAC term 455 Used For reference(s) 555 Related Term and/or Broader Term reference(s) 680 Scope notes • These authority records will also contain 670 fields which supply the sources that support the usage of the individual terms as video game genre terms. • Scope notes, found in the 680 field, serve to identify the limits of the scope of the term as used in library catalogs. They assist the cataloger in determining whether the term reflects the material they are cataloging and to what extent it does.
    [Show full text]