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Computer Game Design Class Dr. Héctor Muñoz-Avila Sources: • www.wikipedia.org • www.gamespot.com • My own Disclaimer: I use these notes as a guide rather than a comprehensive coverage of the topic. They are neither a substitute for attending the lectures nor for reading the assigned material A Brief History of Research on Game AI at Lehigh Research on AI & Computer Games at Lehigh Aaron Battalion Todd Fisher Hai Hoang Stephen Lee-Urban Marc Ponsen Megan Vasta Chad Hogg Joe Souto Kit Ming Chang Frank Cremen John Gerace Ben Mautner Chris Olsisnki Jarret Raim Justin Karneeb Kellen Guillespie Matt Dilts http://www.cse.lehigh.edu/~munoz Alexandra Coman Ulit Jaidee Dustin Dannenhauer Giulio Finestrali Seth T. Denburg Nicholas E. Roessler Nick Wuensch Pete Biencourt Matthew Kilgore Steven R. Stinson Matthew Mitchell The Origins • Long term interest on Games • 2002: Aaron Battalion & Todd Fisher wanted to do an Ind. Study on “Game stuff” • 2003: First Installation of Unreal Tournament Bots at Lehigh First Steps: 2003 • Kit Ming Chang report on Age of Empires Rule-Based System: “CLIPS” • Frank Cremen, Ben Mautner and Chris Olsisnki build Poker game http://www.cse.lehigh.edu/%7Emunoz/projects/AIGames/pokerweb/LUPoker.html • Small grant from NRL on game (military simulationrelated) research Continuation - 2004 • Exploratory paper on hierarchical explanation in games • Exploratory paper on using hierarchical planning for controlling a team of Unreal Tournament bots • First class Game Programming at Lehigh – Graduate-level course • Exploratory grant from DARPA on game (military simulation-related) research Expansion - 2005 • Paper on using hierarchical planning for controlling a team of Unreal Tournament bots in the First International Conference on Artificial Intelligence and Interactive Digital Entertainment • Work on translation of gaming language to AI languages • Paper on Reinforcement Learning in Real Time Strategy Games (at Innovative Applications of AI conference) • Grant from DARPA on game (military simulation-related) research • Donation from Poker Academy http://press.arrivenet.com/tec/article.php/593714.html • AI Game Programming course taught for the second time – Undergraduate (senior) level and graduate level Expansion II – 2006 - 2008 • Chapter appeared AI Game Programming Wisdom 3 on hierarchical planning for controlling a team of Unreal Tournament bots • First time Game Design Class is taught • Grants from different sources involving game research • Cognitive study on how “fun” is affected by game difficulty Today • Over 30 articles, book chapters and conference papers on the topic of Game AI • Continuous work on this area: 6 MS thesis over the last years. Some topics: – Learning to play in a turn-based RPG game – Learning to play in a team-based first-person shooter – Mimicking player’s actions • Game design and AI Game Programing taught 4+ times • PC of main conference in the field (AIIDEE since its inception) and Associate Editor in main journal (IEEE Transactions of Computational Intelligence and AI in Games) Myths About Computer Game Design Myth # 1: Computers have to play as good as possible Myth # 2: Only programmers can design computer games Myth # 3: Succesful games need deep storylines Myth # 4: Computer graphics “make” a game Myth # 1: Computers have to play as good as possible You know what is an attack “Kung Fu” style? http://www.youtube.com/watch?v=-aTbfxwdYQo •Only 2 enemies are attacking at any point of time •The other “appear” busy •Same idea is implemented in many games Caveat • But sloppy Game AI programming can lead to player frustration • http://www.youtube.com/watch?v=DWQuDDYq-2w Myth # 2: Only programmers can design computer games • In the “old times” it was like that • Modern tools allow the design of “AI” behavior without need of a computer programmer Attack ~E E D E S Wander E ~S Chase D ~E D Spawn S Myth # 3: Successful games need deep Storylines Myth # 3: Successful games need deep Storylines (II) Storyline: "Murderous aliens have landed in futuristic Los Angeles, and humans suddenly find themselves atop the endangered species list. The odds are a million-to-one, just the way Duke likes it!" Duke Nukem 3d • Released in 1996 • Crude humor “That's gotta hurt” • Simplistic and predictable storyline http://www.youtube.com/watch?v=H 6JcZv3wPuU Caveat • Some games are memorable not only because of solid gameplay but also strong storylines Myth # 4: Computer graphics “make” a game • Tale of two games: Game # 1: Game # 2: •Top-notch (for its time) 3D Graphics •Real-time •Dinosaurs! •“beautiful” people •“Realistic” physics encoded in game •2D graphics •Turn-based •Graphics highlight: Lead designer appears in the game •Roles a dice to decide who wins combat Game # 1: some screenshots Game # 2: Screenshot Myth # 4: Computer graphics “make” a game • Tale of two games: Game # 1: Game # 2: •Trespasser (PC version) •Gamespot.com score: 3.9/10 •Graphics grew old pretty quickly •Civilization II •Gamespot.com score: 9.2/10 •Graphics are functional •Considered one of the best games of all time http://www.youtube.com/watch?v=sBRfP rCU0fo&feature=related http://www.youtube.com/watch?v=reaROufQ0Pk&feature =related Ok So What is a Good Computer Game Design? • We don’t know – No easy answer – So no “recipe” for creating good games • We know that many (most?) games developed fail because of inadequate design • Strong evidence that “gameplay mechanics” have a crucial role in the success of a game: – Civilization – Diablo – World of Warcraft – Heroes of Might and Magic • We are going to study a model inspired by cognitive science and other fields. – We may not agree completely with this model. But provides a good base for discussion into a complex topic Computer Game Design Class Narrative storyline Game mechanics – rules of play class Concept art sound graphics Computer Game Design Class • “Designing/programming games is not a game” • URL of the course: http://www.cse.lehigh.edu/~munoz/ComputerGameDesignClass/ • Text book: – Rules of Play: Game Design Fundamentals • Author: Katie Salen and Eric Zimmerman • Optional text book: – Game Design: Theory & Practice • Author: Richard Rouse III • Available electronically in campus computers • Additional reading: – The Art of Game Design: A book of lenses • Author: Jesse Schell Student’s Work (I) • Written examinations: – 2 tests (20% each) – A final exam (35%; cumulative) • Material for evaluations: – Classes – Chapters covered from text books • In class we will typically cover only part of a chapter • You are responsible for the whole chapter • Strongly suggest that you read as we cover the topics • Other work: – Design project (15%) – Homework assignments (10%) • Attendance to class is required – This is after all an elective course Student Work (II) • Design Project: 1. 2. 3. 4. • Select a game of your choice Write a document (10-15 pages) analyzing its design according o the methodology studied in the course Class presentation of the design Groups of 2 or 3 people Optional: (extra-credit) – – Class presentation about a topic of your choice Creation of a new game (groups of 2 or 3 people) • This may exempt you from the Final Exam. Most students end up taking this option