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Social Game Artificial Intelligence
Social Game Artificial Intelligence
I was walking through the center of Bolton this morning thinking about a video I’d seen of some interruptible behaviours from a paper at AIIDE. One thing I have seen a lot of while working at the University is the type of social greetings that different cultures use when meeting each other. One thing that struck me when comparing the video (it was a movie of Neverwinter Nights doing some multi-queued behaviours) was that the game completely and utterly fails to capture the social greetings we humans use.
In a typical game, you have an agent approach another agent and what you typically see is the second agent swivel on the spot to face towards its newly percieved interacting agent. But this completely fails to capture even the most basic of human behaviours. The hug!
Of course, there are good reasons why games fail to implement things like hugging, or even hand shaking. Mostly involved with the cost of actually capturing the motions and applying them to multiple agents. But a second issue is that it can actually be very hard to synchronize multiple agents with enough positional accuracy that they can physically touch each other without causing interpenetration of the various limbs. Adding on top the problem of having suitable animations available during any discourse between the characters you generally get a fairly poor representation of discussion. That is when there is even any inter-agent conversation. RPG’s are probably the major force for inter agent discussion scenarios and yet they still fail to capture much of the human behaviour involved in even rudimentary communication acts. First person games? Don’t even ask.
It gets even more complicated when you consider the effect of having a group of agents in this social situation (imagine an agent joining a group of half a dozen other agents, how would you approach this task if you were trying to make them feel more human?). One thing I’ve been observing is that human beings typically never spin on the spot. Why is it that games think that spinning on the spot is acceptable? Another thing is that different agents attitudes to different group members can be quite diverse. I used to work with a guy called Jan Ruud (who lived up to his name quite often) who had a habit of standing between any women and the rest of the group. Clearly this was his attempt at securing the female attention for himself. Now Jan was quite a unique case in that he actually did this quite deliberately and without any qualms. But this sort of behaviour actually happens quite a lot in any social grouping. People react differently based on friendships and current moods. Try looking at any group of your friends and watch what happens when another friend joins the group. Does the original group reform its structure to allow the newcomer to integrate? Do some of them tend to face away from the newcomer? Do some of them face towards?
I’m trying to get permission to do some actual video recording of these situations. Because they are fascinating to try and recreate using AI techniques. Learning how to create agents that interact with each other in a more human manner should offer some insights into the formation and dispersion of social groups that might be useful to games. Certainly it has made me look at social interactions with new eyes.
So, when do you think we will see games with agents in them that actually go up and hug their virtual friends?
January 5, 2010 - 2:02 pm
The ideas here would be very interesting to see in games that utilize charisma or leadership attributes, like Morrowind or Mount and Blade. If these attributes were context sensitive and had to be based on observing non-verbal language of both characters and groups – well, that would be pretty cool.
January 5, 2010 - 2:35 pm
Resin,
I see your point where, in a attribute based game, this would be a very cool concept to see. But, also take into consideration the varying degrees that that charisma level could take, and how differently other agents could possible react to another agent or your character, while also adding personality quirks to those different groups; the possibilities would be almost endless.
January 5, 2010 - 5:07 pm
Interesting thoughts. Given all the animation problems with greetings involving physical contact, it would seem prudent to use customs that do not involve physical contact. Namely gestures such as waving or a salute, but perhaps the easiest and most natural thing (depending on the setting) would be a system of bowing like in traditional Japanese culture. There is no contact and complicated social relationships can be expressed by exactly how two people would bow to each other.
January 5, 2010 - 6:43 pm
It definitely feels like a better idea to have non-contact greetings. But it will probably feel quite formal in most circumstances and for cultures that are contact-based (the proxemic literature suggests that certain cultures are more touchy-feely than others).
Food for thought though.
January 5, 2010 - 10:32 pm
Non-contact greeting would be the easiest option, but, this circumstance can't be applied to all cultures and/or character that you may meet in a certain setting. Though, Markus does bring up a good point about how animation problems would be a problem with physical contact greetings between two characters, but, the overall effect on the player may not be as strong or as diverse if all greetings include no physical contact. At some point in time, consideration of physical contact greatings and interaction would almost have to be incorporated to include a new dynamic and different feel to the game-play.
January 6, 2010 - 5:39 am
This also does not take into account subcultures within cultures and the difficulty of animating those. For example: In my group of friends, touchy-feely is the way to go. It's not uncommon to see a female or male go to greet another female or male with a sensual massage of the butt. Big hugs, big kisses, and just random behavior that in social public contexts of America (where I live) would be unnacceptable.
If one can't possibly animate something like a hug, or a kiss, without it failing, how you animate more explicit emotives of the body? A massage for example? If one could animate these physical emotions with some degree of accuracy, it is my belief that one would have a game or program that exceeds others on a graphical and emotional standpoint.
You're right, people don't spin on the spot. Instead, they plop down on the couch, wave to someone to join them, and stare them in the eyes as they converse.
- Melody
January 6, 2010 - 6:23 am
Time for a new blog post on this.
January 6, 2010 - 10:39 am
This also does not take into account subcultures within cultures and the difficulty of animating those. For example: In my group of friends, touchy-feely is the way to go. It's not uncommon to see a female or male go to greet another female or male with a sensual massage of the butt. Big hugs, big kisses, and just random behavior that in social public contexts of America (where I live) would be unnacceptable.
If one can't possibly animate something like a hug, or a kiss, without it failing, how you animate more explicit emotives of the body? A massage for example? If one could animate these physical emotions with some degree of accuracy, it is my belief that one would have a game or program that exceeds others on a graphical and emotional standpoint.
You're right, people don't spin on the spot. Instead, they plop down on the couch, wave to someone to join them, and stare them in the eyes as they converse.
- Melody
January 6, 2010 - 11:23 am
Time for a new blog post on this.