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In our game, the human player's goal as the ghost is to
escape the house and return home to an underground cavern. The ghost is
severely limited in its ability to manipulate the environment. It can
move or
pick up light objects, such as a match or a piece of paper, but it
can't move
or manipulate heavy objects. Moreover, metal drains the ghost energy,
so the
ghost must avoid metal objects. These constraints force the player to
entice,
cajole, threaten, or frighten the AI characters into manipulating the
objects
in the world, which in turn forces us to develop AI characters that
have enough
intelligence to make these social manipulations possible and realistic.
With
the AI characters playing such a central role, they must have
distinctive
personalities in terms of their goals and reaction to the environment.
For
example, there will be the evil scientist who is immune to fear but is
weak and
easily fatigued by exertion or cold and wants to capture the ghost
character,
while there will also be a lost hitchhiker (we aren't trying to have
the most
original story ever) who is easily frightened by the ghost, but is
physically
strong and driven by curiosity. The game will push our research to
integrate
the knowledge-based, goal-oriented reasoning that we have concentrated
in the
past, with emotions, personality, and physical drives that have been
used in
simple, knowledge-lean agents in other systems. Our hope is that we
inspire
others to pursue human-level AI characters and new types of games that
those
characters make possible.
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