Title: Complex Systems Modeling, Design
1Complex Systems Modeling, Design
Engineering for Massively Multiplayer Games
- by Viknashvaran Narayanasamy
2Overview
- What makes a successful game ?
- Problem Statement
- Game Industrys Direction
- Objectives
- Approach
- Methodologies Techniques
3What makes a successful game ?
4What makes a successful game ?
5Taxonomy of Fun
- 1. Sensation
- Game as sense-pleasure
- Marc Leblanc
6Taxonomy of Fun
- 1. Sensation
- Game as sense-pleasure
- 2. Fantasy
- Game as make-believe
- Marc Leblanc
7Taxonomy of Fun
- 1. Sensation
- Game as sense-pleasure
- 2. Fantasy
- Game as make-believe
- 3. Narrative
- Game as drama
- Marc Leblanc
8Taxonomy of Fun
- 1. Sensation
- Game as sense-pleasure
- 2. Fantasy
- Game as make-believe
- 3. Narrative
- Game as drama
- 4. Challenge
- Game as obstacle course
- Marc Leblanc
9Taxonomy of Fun
- 1. Sensation
- Game as sense-pleasure
- 2. Fantasy
- Game as make-believe
- 3. Narrative
- Game as drama
- 4. Challenge
- Game as obstacle course
- 5. Fellowship
- Game as social framework
- Marc Leblanc
10Taxonomy of Fun
- 1. Sensation
- Game as sense-pleasure
- 2. Fantasy
- Game as make-believe
- 3. Narrative
- Game as drama
- 4. Challenge
- Game as obstacle course
- 5. Fellowship
- Game as social framework
- 6. Discovery
- Game as uncharted territory
- Marc Leblanc
11Taxonomy of Fun
- 1. Sensation
- Game as sense-pleasure
- 2. Fantasy
- Game as make-believe
- 3. Narrative
- Game as drama
- 4. Challenge
- Game as obstacle course
- 5. Fellowship
- Game as social framework
- 6. Discovery
- Game as uncharted territory
- 7. Expression
- Game as self-discovery
- Marc Leblanc
12Taxonomy of Fun
- 1. Sensation
- Game as sense-pleasure
- 2. Fantasy
- Game as make-believe
- 3. Narrative
- Game as drama
- 4. Challenge
- Game as obstacle course
- 5. Fellowship
- Game as social framework
- 6. Discovery
- Game as uncharted territory
- 7. Expression
- Game as self-discovery
- 8. Masochism
- Game as submission
- Marc Leblanc
13Taxonomy of Fun
?
- 1. Sensation
- Game as sense-pleasure
- 2. Fantasy
- Game as make-believe
- 3. Narrative
- Game as drama
- 4. Challenge
- Game as obstacle course
?
- 5. Fellowship
- Game as social framework
- 6. Discovery
- Game as uncharted territory
- 7. Expression
- Game as self-discovery
- 8. Masochism
- Game as submission
?
?
?
?
?
- Marc Leblanc
14Problem Statement
15Players Expectations Technology
Complexity of Game Design Development
Players Expectations
Technology
Time
16Content-Value Curve
Complexity/Cost of Content Development
Perceived Value of Content
Content
17Features of MMP Games
- Highly interactive
- Large Persistent Worlds
- Large number of human players
- Process multiple unpredictable inputs
- Player controls his own experience
- Non-deterministic number of game states
- Players from different socio-economical,
geographical and cultural groups - Game governors used to tune in-game mechanics and
economics over the lifetime of the game
18Game Industrys Direction
19Game industrys Direction
- Game Industrys direction to make MMP games
more fun. - Procedural Generation
- User-Content Creation
- Content Ownership
- Atomistic Generation
- Worlds with infinite possibilities
20Procedural Generation
Complexity of Game Design Development
Games Appeal to players
Amount of Procedural Generation
21User-Content Creation
Complexity of Game Design Development
Games Appeal to players
Flexibility in User-Content Creation
22Atomistic Generation
Complexity of Game Design Development
Games Appeal to players
Detail of Atomistic Generation
23Industrys Solution
- Industrys Solution to rising level of
complexity in development of MMP games - Automation
- Build more tools
- More advanced middleware
- More computational power
- More
24Automation
Complexity of Game Design Development
Games Appeal to players
Amount of Automation
25Aims Deliverables
26Aims
- Resolve the mentioned limitations in MMP games
- To develop a high-level framework or series of
frameworks for designing fun MMP games - Manage the complexity in game development
- Methodologies Processes to improve
- Performance
- Game play
- Interactivity
- Possibly speed up MMP game development
process
27Deliverables
RESEARCH
MMP GameModeling Framework
MMP GameArchitecture
DEVELOPMENT
MMP GameEngineering
28Title of the study
- Complex Systems
- Modeling
- Design
- Engineering
- Massively Multiplayer Games
29Approach
30Why Complex Systems Modeling ?
- Complexity in MMP games are approaching
complex real-time industrial systems - Increased interaction needed for meaningful
emergent behavior - Encourage decentralized control
- Simpler agent-based rules
- Reduces space-complexity of rule base
- Can be tweaked with simple rules to handle
unpredictable/random human input
31Why Complex Systems Modeling ?
- Emergence and Emergent behavior
- Useful cumulative emergent structures
- Game play less deterministic
- Game play more unpredictable
- Elements of Discovery, Challenge, Fellowship and
Sensation - Bottom-up approach to designing the
environment - Higher degrees of freedom in design
- Open environment
- Allows actions that were not originally intended
for in design
32Why Emergence is desirable?
- New content generated
- New challenges generated
- Non-rigid game play
- New behavior generated
- Does not require additional content
development - Improves Content-Value curve
- Supports creation of truly infinite worlds
- Supports self-organizing patterns within game
objects
33Methodology
34MMP Game Architecture
- Multi-Tiered
- Heterogeneous agents
- Agent-Tier
- Core logic of each agent
- Micro game engine
- Interacts with other game objects and the MMP
game environment - Negotiate for resources
- Environment-Tier
- Handles in-game economics
- Game rules for physics, graphics and other
environmental data - Basic set of rules to define limitations and
capabilities of the environment
35MMP Game Architecture
- Environment-Agent bridging Interface
- Facilitates interaction between agents and
environments - Abstraction to allow heterogeneous agents to
communicate - Abstraction to allow simple agent implementation
- Evolution subsystem
36MMP Game Architecture
- Overseer Tier
- Overseers to facilitate emergent behavior
- Governor agents
- Exercise policy based control to tweak emergent
properties of the system - Policies to influence agents to take a particular
course of action - Multiple overseers allow different policies from
different policy-makers to affect a different
niche-market of players - Agents can be influenced by more than one
overseer
37MMP Game Architecture
38Challenges
- Absurd evolutionary paths
- Unfaithful representation of real world
objects - Exploitation of emergent flaws
- Overly dominant correction systems
- Stability
- Robustness
- Scalability
39Robustness
- Environment must be able to adapt with
unpredictably changing conditions and
variables in the environment - Reduce propagation of latent emergent flaws
- Introspection and Adaptation
- Admission Control
- Conservation of Resources
- Contingency Planning
40Methodologies Techniques being
Investigated
- Collaborative Assignment Agents
- Fuzzy Signatures
- Discrete-Event Modeling
- Feedback based control system
41Collaborative Assignment Agents
- Multi-Agent Assignment Algorithm
- Investigate Extend BDI Reasoning
- Belief
- Desire
- Intention
- Advertise resource Exchange
- Arbitrating Agent performs arbitration with
agent intentions to assign algorithms - Each agent attempts to achieve the common goal of
maximizing resource allocation
42Collaborative Assignment Agents
43Fuzzy Signatures
- Complex decisions based on partial
knowledge of inputs can be made - Able to except vague, ambiguous,
imprecise, missing information - Can be easily extended to support new
variables and conditions - Structure data into vectors of fuzzy values
- Reduce space complexity of rule base
44Discrete-Event Modeling
- Simulation Events perfectly synchronized with
simulation - Simulation executed the moment it happens
- Only affected objects and frames rendered
- Maximize performance of parallel hardware
architectures - Graphics rendering rate independent of
simulation speed.
45Discrete-Event Modeling
InitializeGenerate
Initialization Events
User Event Generation
Event Translation for Simulator
1
QueueEvents
Pending Events ?
No
Sleep until next event
Yes
Pop an event from the queue
Render only when simulation has made an update
Send Event to destination object
Object changes state
Simulate Update Object. Generate events
46Feedback Control System
47Feedback Control System
- Agent behavior influenced by other agents
- Other agents are influenced by other agents
- Introduces Cross-term inducing features
- Human Players will be substituted for agents
- Introduces Natural randomness
- Overseers only allow desirable agent
behavior to propagate
48Feedback Control System
49References
- Kirschbaum, D. Introduction to Complex Systems,
From http//www.calresco.org - LeBlanc, M., 2000, Formal Design Tools - Emergent
Complexity Emergent Narrative, In Proceedings
of the Game Developers Conference 2000 - Odell, J., Agents Complex Systems, 2002.
Journal of Object Technology 1(2), 35-45 - Lindley, C. A., 2002. The gameplay gestalt,
narrative and interactive storytelling, In the
Proceedings of Computer Games and Digital
Cultures Conference, Tampere, Finland, june
2002. - Diamante, V. GDC Report 2005 - Will Wright's -
The Future of Content, In
http//gamasutra.com - Gribble, S., Robustness in Complex Systems, From
http//www.cs.washington.edu/homes/gribble/papers/
robust.pdf - Brown, A., Oppenheimer, D., Keeton, K., Thomas,
R., Kubiatowicz, J., Patterson, D., A.. ISTORE
Introspective storage for data intensive network
services. In Proceedings of the 7th Workshop on
Hot Topics in Operating Systems (HotOSVII), March
1999. - Remondino, M., 2004. Multi-Agent Technology
Applied to Real-Time Strategy Games, ERCIM News,
57, 19-20 - IBM, STI Cell Processor, Next-Generation
Processors, From http//www-1.ibm.com/businesscent
er/venturedevelopment/us/en/featurearticle/gcl_xml
id/8649/nav_id/emerging - DIET Agents, http//diet-agents.sourceforge.net/
- DirectIA Autonomous Behavior Kernel,
http//www.masa-sci.com/directia.htm
50References
- DECAF Distributed, Environment Centered Agent
Framework,
http//www.eecis.udel.edu/decaf/ - Kaehler, S. D., Fuzzy Logic Tutorial, Encoder,
http//www.seattlerobotics.org/encoder/mar98/fuz/f
lindex.html - Mellon, L., Metrics Collection and Analysis, in
Massively Multiplayer Game
Development 2, T. Alexander, Editor. 2005,
Charles River Media Boston. p. 243-256. - Seow, K.T. Wong, K.W. Collaborative Assignment
Using Arbitrated Self-Optimal
Initializations for Faster Negotiation. 2002. - Geiss, W. Multiagent System A Modern Approach
to Distributed Artificial Intelligence, 1999, The
MIT Press, London, U.K. - Wong K. W., Chong, A., Gedeon T. D., Kóczy L. T.
and Vámos. T.
Hierarchical Fuzzy Signature Structure for
Complex Structured Data. - Garcia, I., Molla, R. Camahort, E., Introducing
Discrete Simulation into Games,
http//www.ercim.org/publication/Ercim_News/enw57/
garcia.html - Banks, J. Carson J. S. II 1984. Discrete-Event
System Simulation. New Jersey,
Prentice-Hall. - Standish, K. R., On Complexity and Emergence,
Complexity International, 9,
http//www.complexity.org.au/vol09/ - Green, B., Balancing Gameplay for Thousands of
Your Harshest Critics, in Massively Multiplayer
game Development 2, T. Alexander, Editor. 2005,
Charles River Media Boston. p. 35-55. - Ondrejka, C., Power by the People
User-Creation in Online Games, in Massively
Multiplayer game Development 2, T. Alexander,
Editor. 2005, Charles River Media Boston.
p. 57-84.
51THE END
52MMP Game Modeling Methodology
- Complex aggregate behavioral modeling
- Intelligent aggregate behavior
- Bottom-Up approach
- Natural Selection / Genetic Algo