Sarah and Sally: Creating a Likeable and Competent AI Sidekick for a Videogame
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11320%2F15%3A10313413" target="_blank" >RIV/00216208:11320/15:10313413 - isvavai.cz</a>
Výsledek na webu
<a href="http://www.aaai.org/ocs/index.php/AIIDE/AIIDE15/paper/view/11563/11386" target="_blank" >http://www.aaai.org/ocs/index.php/AIIDE/AIIDE15/paper/view/11563/11386</a>
DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Sarah and Sally: Creating a Likeable and Competent AI Sidekick for a Videogame
Popis výsledku v původním jazyce
Creating reasonable AI for sidekicks in games has proven to be a difficult challenge synthetizing player modelling and cooperative planning, both being problems hard by themselves. In this paper, we experiment with designing around these problems: we propose a cooperative puzzle-platformer game that was designed to look similarly to the mainstream of the genre, but to allow for an easy implementation of a quality sidekick AI, letting us test player reactions to the AI. The game was designed so that it is easy for the AI to find optimal solutions while the problem is relatively hard for a human player. We gathered survey responses from players who played the game online (N=28). While the AI sidekick was reported as likeable and helpful, players still reported greater enjoyment of the game when they were allowed to control the sidekick themselves. These findings indicate that the AI itself is not the only obstacle to truly enjoyable gameplay with an AI sidekick.
Název v anglickém jazyce
Sarah and Sally: Creating a Likeable and Competent AI Sidekick for a Videogame
Popis výsledku anglicky
Creating reasonable AI for sidekicks in games has proven to be a difficult challenge synthetizing player modelling and cooperative planning, both being problems hard by themselves. In this paper, we experiment with designing around these problems: we propose a cooperative puzzle-platformer game that was designed to look similarly to the mainstream of the genre, but to allow for an easy implementation of a quality sidekick AI, letting us test player reactions to the AI. The game was designed so that it is easy for the AI to find optimal solutions while the problem is relatively hard for a human player. We gathered survey responses from players who played the game online (N=28). While the AI sidekick was reported as likeable and helpful, players still reported greater enjoyment of the game when they were allowed to control the sidekick themselves. These findings indicate that the AI itself is not the only obstacle to truly enjoyable gameplay with an AI sidekick.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
IN - Informatika
OECD FORD obor
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Návaznosti výsledku
Projekt
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Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2015
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
Experimental AI in Games: Papers from the 2015 AIIDE Workshop
ISBN
978-1-57735-744-5
ISSN
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e-ISSN
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Počet stran výsledku
7
Strana od-do
2-8
Název nakladatele
AAAI Press
Místo vydání
Palo Alto, USA
Místo konání akce
Santa Cruz, USA
Datum konání akce
14. 11. 2015
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
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