Simulating Emotions Within Games
Gamasutra is running an opinion piece about the way video games handle simulated emotions. Most often, an non-player character's emotional state is used to either tell a story or to drive gameplay. The author suggests that as both concepts become more complex in modern games, the simulation of emotions must also become more dynamic to remain interesting. Quoting:
"Most of our emotional simulations use a simple sensation/calculation/behavior loop. Someone says or does something to a character; this influences his emotional state; he acts upon his feelings. His emotional state then reverts to a more neutral state over time (I was angry half an hour ago, but I've calmed down now), or changes again in response to another sensation. If these systems are really simple they produce absurd results: a character is furious one moment and cheerful a second later, like a Warner Brothers cartoon character. This is the kind of thing you get with finite state machines. This approach doesn't take into account the fact that behavior itself changes emotions. Behavior is not merely an output to be exhibited; it also affects how we feel. It feeds back into our emotional state."
Emotional state - pleased and surprised.
Emotional state - frustrated and disappointed.
The summary (and TFA as well) seem to be committed to the following two points:
1. Finite state machines will be unrealistically simple when simulating emotional responses.
2. Behavioural-feedback is a necessary condition for realistic emotional displays.
Point number 1 is unwarranted. Finite state machines may elaborate their input at an arbitrarily high level of complexity -finite may still be very large. Part of such an elaboration, of course, may be inner transitions between states that effectively amount to behavioural-feedback. There is nothing intrinsically un-dynamic to FSM.
It's for games? Yeah, I believe that.
Confucius say, "Find worm in apple - bad. Find half a worm - worse."
What I find stupid is the fact that emotional states in games with any sneaking component revert way too quickly.
"Hey, I saw an intruder! Hey, he ran away and hid!"... 30 seconds later... "*whistling merrily on patrol back in 'no intruder' state*".
In many games, the enemy will walk right past a dead body, which is now an "object", over and over again.
Much more realistic would be, once you've been spotted once, for the "alert flag" in some radius (shout range, alarm range if they hit one, etc) to go to a default "middle alert" and simply stay there. It's your punishment for being seen, AND it'd be much more realistic. And it wouldn't, if implemented properly, require any more processing power either.
If you can read this sig, congratulations, you have your glasses on!
...praise their divine noodliness instead !
Squirrel!
If you think that's bad, I humbly submit the following personal anecdotes:
1. Oblivion. So there's this mess of cultists and the high priest is right in front of them preparing to sacrifice someone. Being the sneaky barsteward I am, I plug him right in the head with an enchanted bow. So not only he does a spectacular back-flip in front of everyone, but he bursts into a very bright and spectacular flame too.
So the cultists freak out and start running around, don't find me. One minute later, they calm down and one of them goes, "It must have been the wind."
I don't know what kind of weather they have down there.
2. NOLF 2. So they had actually gone through the trouble of scripting reactions when an NPC finds a body. They'd shake it, ask stuff like "are you alive, comrade??", flip out and search for the killer, etc. Must have been fun in the original version.
Except some retard decided to replace all corpses with backpacks in the German version. You can probably see where this is going.
Yep. Some soldier would find a backpack on a bed in the barracks, freak out, and go "are you alive, comrade??" and the whole circus. To a backpack. WTF.
A polar bear is a cartesian bear after a coordinate transform.
So it's a woman? what's the big deal? actually, they seem to have the hardest part figured out already!
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Stay tuned for some shock and awe coming right up after this messages!
at first, I read that as "Simulating Emoticons Within Games". Why the heck would I want to simulate emoticons?
TIE Fighter?
During the mission debriefings, when you asked certain questions ("How many ships did we lose" or, if you failed, "Do you have any advice for me?") the officer would look pissed off, and other questions ("How many ships did we destroy?" and, if you got the bonus objectives, "What extra did I accomplish?") he'd get this smug little smirk...
just in case you didn't get it
Emotions are continuous in nature
What nature are you talking about? In the nature that I live in, everything is quantized. It just appears closer to continuous when averaged over trillions of particles.
and cannot truly be emulated with a device that is discrete in both space and time.
A sufficiently powerful digital computer could simulate everything down to the Heisenberg detail level, at which point the uncertainty of natural dithering becomes measurable. But all we need in a game is enough detail to fool the player.
If these systems are really simple they produce absurd results: a character is furious one moment and cheerful a second later, like a Warner Brothers cartoon character.
Or Basil Fawlty?
Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
I certainly don't. NPCs annoy me, so I shoot them!!
~REZ~ #43301. Who'd fake being me anyway?
:-(
Im smiling on the inside
Its not my fault, someone put a wall in my way.
Games do well enough for now at expressing emotion within the limits of graphics/voice acting/script
What I'd like to see are:
1. controls sensitive and natural enough that your character is able to clearly express how you are feeling with no effort on your part. If it's done well how your character moves and his expression will change without you even realizing it
2. NPCs that then respond to your emotional state at the time.
Just what I need, bots that call out insults during my kills, and then follow with a tea-bagging and jumping on my "corpse" on the occasions that they manage to score a kill.
I think I prefered it when they only ran around in circles, unless the AI routine tells them where I am.