Prom Week meets Skyrim Developing a Social Agent Architecture in a commercial game Manuel Guimaraes Pedro Santos Arnav Jhala INESC-ID INESC-ID Department of Computer Instituto Superior Técnico Instituto Superior Técnico Science Universidade de Lisboa Universidade de Lisboa North Carolina State Lisbon, Portugal Lisbon, Portugal University
[email protected] [email protected] Raleigh, North Carolina, USA
[email protected] ABSTRACT the presence, even if just imagined, of other human beings. We present and describe CIF-CK | a social agent archi- This makes rich agent modeling important for human inter- tecture that models reasoning about persistent social inter- action within these environments. One important aspect for actions to improve narrative engagement and play experi- agent models is affinity with the player's social concerns and ence for human interactors. The architecture is inspired by behaviours [7]. McCoy et al's Comme il-Faut (CiF) architecture that repre- There has been significant advances in the agents research sented rich social interactions between agents that included communities on such rich agent models. With the amount feelings, social and relationship contexts, and longer term of human interaction in AAA games, these provide a rich mood. The key contribution of this work is in adapting the sandbox to deploy, gather data on, and validate agent mod- richness of social interactions from CiF to a first-person in- els and programs. Most modern day AAA video games are teraction experience and a released distribution of its imple- heavily dependent on a high number of NPCs and rely on mentation on the Skyrim game engine.