Prom Week Meets Skyrim

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Prom Week Meets Skyrim 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. The released modi- the Player's interaction with them to advance the game's fication has been successful in the player community for the narrative. Unfortunately, most of the NPCs do not exhibit popular game. deep social reasoning for their player interactions and most of the times are simply frozen in time, repeating the same action, if any, over and over again [1]. Even in games that Keywords boast of great AI, the characters are given the ability to play non-playable character, social interaction, social architec- the role necessary in that game, but no other skills or per- ture model sonality, quickly becoming forgetful background characters (like extras in a film). Modern social architectures/models, originating from aca- 1. INTRODUCTION demic research groups, have the potential to transform game Modern video game have reached a new level of graphic NPC interaction to open up rich narrative design spaces for fidelity. Furthermore with the rise of popularity of new tech- players to explore. These models allow the system to auto- nologies such as Virtual Reality and Augmented Reality, matically manage and keep up with the complexity of social gamers are more immersed than ever within virtual worlds interactions, reducing the number of experiences that need and virtual characters. With the level of real life likeness to be explicitly authored [14]. Reasoning about the social of the game world increasing so does the player expectation context in terms of relationship goals and desires, social sta- of real life like interaction [8]. This expectation is extended tus, and emotional changes is central to believable behaviour to the characters that compose the environment, typically (cite: goffman). called Non Playable Characters (NPCs), because their be- Academic research on AI in games and commercial game haviour is defined by the programmer. Both computer con- AI development efforts are rather disjoint and there is a trolled characters and player controlled avatars need to act wide divergence in methods and results. This is the result in a believable manner so that the illusion of reality created of academic research and commercial game development try- by exquisite graphics and physics, the \player immersion", ing to solve different problems: academic researchers want is not broken [26]. general solutions to generic and preferably deep problems, The credibility and believability of NPCs requires charac- whereas commercial developers want something that works ters to have basic human traits like emotions and the abil- well enough and looks good to the player in a particular con- ity to make decisions on their own [9]. One of the most text[27]. For example, as a result of researching Interactive important human traits is our social ability and awareness. Storytelling(IS), the video game \Fa¸cade" [13] was created People's thoughts, feelings, and behaviours are influenced by and quickly became regarded as the future of interactive sto- rytelling (and still is widely cited in IS research) [22]. But Appears in: Proceedings of the 16th International Confer- despite its success and popularity as a game, there is still ence on Autonomous Agents and Multiagent Systems (AA- a gap between the technology and development tools that MAS 2017), S. Das, E. Durfee, K. Larson, M. Winikoff could make it accessible to a wider population of developers (eds.), May 8{12, 2017, S~aoPaulo, Brazil. Copyright c 2017, International Foundation for Autonomous Agents and and users of such interactive experiences. Multiagent Systems (www.ifaamas.org). All rights reserved. 1 This project's goal was to develop and implement a so- Plugins, or ".esp"files, are smaller collections of data which cial architecture model, inspired in academic research, in can be loaded "on top" of master files. These plugins may a modern and commercially successful video game and in- modify or reference data contained within a master file, or vestigate its impact on player experience. We chose to im- they may introduce entirely new data. Multiple plugins may plement the social architecture in the video game \The El- be loaded by the game or editor. When working in the Cre- der Scrolls V:Skyim"[24] because of its popularity and high ation Kit, only one plugin may be considered the "active file", \mod-ability". meaning any changes will be saved to that plugin when the user saves. 2. RELATED WORK The Elder Scrolls V: Skyrim is built with thousands of objects and thousands of objects and they are all available Several research groups have addressed the problem of so- to the modder in Creation Kit. These objects are presented cially intelligent agents and created various different social in the Object Window that separates each entity in their simulation models, however, different architectures fit differ- proper folder and hierarchy. Objects can belong to: Actors, ent games, and, before deciding which is more appropriate Audio, Character, Items, Magic, Miscellaneous, Special Ef- for this project we need to take a deeper look at the game fects, World Data and World Objects. For example if I want itself. to find a particular NPC called \Sabjorn" I will find it in the 2.1 A Single-player RPG Example: Actor folder. The Elder Scrolls V: Skyrim 2.2.1 AI Packages The Elder Scrolls V: Skyrim is an action role-playing open In order to give Non-Playable Characters its behaviour world video game developed by Bethesda Game Studios and and not have to manage it constantly, the Creation Engine published by Bethesda Softworks. It is the fifth instalment gives every Actor a list of AI Packages that the actor will in The Elder Scrolls series, following The Elder Scrolls IV: execute. Packages are the main way in which one can control Oblivion. Skyrim was released worldwide on November 11, an Actor's behaviour. Each Package represents a behaviour 2011, and received critical acclaim. The game shipped over that the Actor will perform under certain conditions 2. seven million copies to retailers within the first week of its The Package system consists of a number of components: release, and sold over 20 million copies across all three plat- forms (PC, PS3 and Xbox 360) 1. Over the course of the • All Actors have a Package Stack, an ordered list of game, the player completes quests and develops the charac- potential behaviours. ter by improving skills, its main plot is built upon a series • These stacks are composed of Packages, individual be- of main quests but a lot of players opt not to do play them haviours that the Actor can perform. and focus on exploring the world and completing side quests • Most Packages are instances of a Package Template, only. which provides standardized, reusable functionality for The game was developed using the Creation Engine, re- common behaviours. built specifically for the game. Bethesda decided to open • Packages can modify the behaviour inherited from their the game to Mods and provided software to do so by re- Templates in predefined ways, such as specifying data leasing the Creation Kit tool. Today, Skyrim, a game values. that was released 4 years ago, has about 30 000 different • Package Templates, in turn, are composed of a struc- daily concurrent players, and is the 11th most played game tured Tree of Procedures, the atomic actions that make on Steam, a popular Internet-based game distributing plat- up the behaviour. form. Todd Howard, Director and Executive Producer at • Periodically, the game will re-evaluate each Actor's Bethesda Game Studios, stated in an interview with Rock, Package Stack. The topmost package in the stack Paper, Shotgun that \Skyrim did better than we've ever whose conditions are satisfied will be run. done on PC by a large, large number. And that's where the mods are. That feeds the game for a long time." As an example, AI Packages are the reason why most NPCs return to their homes when the day is over in Skyrim. 2.2 Creation Kit The NPC evaluates his Package Stack checking the condi- Creation Kit is the name of Skyrim's modding kit that was tions on each Package from the top down.
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