情感游戏角色的设计基础

Geneva M. Smith, J. Carette
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引用次数: 2

摘要

最近的电脑角色扮演游戏,如Bethesda的《上古卷轴5:天际》和任天堂的《塞尔达传说:旷野之息》都以其广阔而复杂的世界吸引了我们。然而,这些游戏中的非玩家角色(npc)在脚本事件之外仍然是陈腐乏味的。这在一定程度上是因为游戏引擎通常不会模拟npc在游戏世界中漫游时的情绪。如果npc对自己所处的情境做出更恰当的反应,这些游戏是否会变得更有趣,甚至更有可能重玩?为了做到这一点,设计师需要一个基于游戏世界中可用输入和其他设计师定义的角色元素(如个性、目标和情绪)来模拟情感的引擎。一个成熟的认知架构可以完成这个任务,但是对于像游戏这样的实时环境来说,它可能太低效了。情感的心理模型有很多,但只有少数被应用于电子游戏。游戏需要情感引擎来生成可信的结果,以增强NPC代理和玩家粘性。与AI代理和认知心理学理论的模拟不同,游戏的情感引擎不需要是正确的,甚至不需要是合理的。这使得我们能够探索各种尚未被积极用于游戏的情感理论。其中一个理论是普鲁契克的心理进化综合理论。他提出了一种将情绪组织成一个锥体的方法,当一个人向上移动时,情绪的强度会增加。它还假设模型中的主要情绪可以以相反的成对排列,并且其他情绪可以由主要情绪及其强度组成。这允许在包含情感的数量和类型上具有更大的灵活性,而之前使用的大多数模型定义了一组封闭的情感类型——这严重限制了设计师的自由。第二种理论,拉撒路的认知评价,更好地描述了情绪激发和行为选择,似乎与普鲁契克的工作很好地结合在一起。基于心理进化综合和认知评价的简化版本的情感引擎是一种未被充分研究的情绪性npc方法。再加上易于识别的情感处理元素(如注意力和行动选择),我们便可以设计和定制引擎,以满足游戏设计师的需求,同时将对计算资源的影响降到最低。我们将概述一些现有的认知架构和情感引擎,然后描述心理进化综合和认知评估的关键要素。接下来我们将列出npc情感引擎的一些要求,以及我们所选择的情感理论如何满足这些要求。最后,我们提出了一个设计和一系列面向游戏的测试场景,以说明我们的设计如何处理NPC情感反应的各个方面。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Design Foundations for Emotional Game Characters
Recent Computer Role Playing Games such as Bethesda’s The Elder Scrolls V: Skyrim and Nintendo’s The Legend of Zelda: Breath of the Wild, have entranced us with their expansive, complex worlds. However, the Non-Player Characters (NPCs) in these games remain stale and lackluster outside of scripted events. This is, in part, because game engines generally do not simulate emotions in their NPCs while they wander in the world. Wouldn't these games be much more interesting, potentially even more re-playable, if NPCs reacted more appropriately to the situations they find themselves in?To be able to do this, designers need an engine that models emotion, based on inputs available in the game world and from other designer-defined character elements such as personality, goals, and mood. A full-fledged cognitive architecture could fulfill this task, but it would likely be much too inefficient for use in a real-time environment like a game.There are many psychological models of emotion but only a few have been explored for video game applications. A game requires an emotion engine which generates believable results to enhance NPC agency and player engagement. Unlike AI agents and simulations of cognitive psychology theories, an emotion engine for games does not need to be correct or even justifiable. This enables the exploration of a variety of emotion theories that have not been actively considered for games. One such theory is Plutchik's psychoevolutionary synthesis. He proposes a method of organizing emotions into a cone, where the intensity of an emotion increases as one moves up the sides. It also postulates that primary emotions in the model can be arranged in opposing pairs and that other emotions can be composed from the primary emotions and their intensities. This allows for greater flexibility in the number and type of emotions to include, whereas most models that have been used before define a closed set of emotion types—a serious constraint on designer's freedom. A second theory, Lazarus's cognitive appraisal, better describes emotion elicitation and behaviour selection, and appears to integrate well with Plutchik's work.An emotion engine based on simplified versions of psychoevolutionary synthesis and cognitive appraisal is an understudied approach towards emotional NPCs. Together with readily identifiable elements of emotion processing, such as attention and action selection, an engine can be designed and customized to meet the needs of game designers with minimal impact on computational resources.We will present an overview of some existing cognitive architectures and emotion engines followed by a description of key elements in psychoevolutionary synthesis and cognitive appraisal. Next we list some requirements for an emotion engine for NPCs and how our selected emotion theories meet them. Finally, we propose a design and a collection of game-oriented test scenarios to illustrate how our design handles various facets of NPC emotional responses.
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