\subtitle{Introduction} \date{Monday, 14 May 2018} \begin{document} \begin{frame} \titlepage \end{frame} \section{But First ...} \begin{frame}{Etiquette} Before we begin though ... \begin{itemize}[<+->] \item This will be less formal than most modules... \item Feel free to ask questions as we go along \item We're going to try and make this as interactive as possible \item Try to attend as much of this as possible! \end{itemize} \end{frame} \begin{frame}{Conventions} \note{But emphasis can change subtly meaning of a sentence so it is included in the slide as well as in our anunciation} \begin{tabularx}{10cm}{l l X} Word & Word & A normal word in the presentation \\ \uncover<2->{Keyterm & \keyterm{Word} & A word or term that will be explained later in the slides \\} \uncover<3->{Emphasis & \textbf{Word} & Purely stylistic in most cases \\} \uncover<4->{Link & \href{ce810.fosslab.uk}{Word} & A link to something so you do not have to type in URL's \\} \end{tabularx} \end{frame} \section{An Overview} \begin{frame}{Learning Outcomes} \begin{enumerate} \item<1-> Evaluate the mechanics of a game. \item<1-> Explain gameplay elements in terms of game theory. \item<1-> Describe the relationship of story and computer games. \item<1-> \alert<2-2>{Develop measures of player experience and apply them to optimise game parameters.} \item<1-> \alert<3->{Evaluate the effects of game AI on player experience.} \end{enumerate} \note{We are covering the last two. Click to highlight each in turn.} % TODO Find good definition of player experience \note<2>{\\4. Player Experience: Definition} \note<3>{\\5. As it says on the tin} \end{frame} \begin{frame}{The Goal} \begin{center} To use \keyterm{game playing agents (AI)} to help us test points in our \keyterm{design space} to improve \keyterm{player experience} in games \end{center} \note{We will cover this in more detail in a later slide} \end{frame} \begin{frame}{Game Agents} How is AI used in games? \begin{description} \uncover<2->{\item[Bots] Agents that act like players \textit{possibly}} \uncover<3->{\item[NPCs] Agents that act like characters} \uncover<4->{\item[Directors] Things that alter the game} \end{description} \uncover<5->{For this module, we'll mostly be talking about bots.} \end{frame} \begin{frame}{Design Space} Games have many different \keyterm{parameters} which can be tuned to produce different outcomes. Examples: \begin{itemize} \item<2-> How much damage does my \href{http://symthic.com/battlefront-multi-comparison?w1=A280C&w2=E-11&w3=None&w4=None&w5=None&a11=None&a21=None&a31=None&a41=None&a51=None&a12=None&a22=None&a32=None&a42=None&a52=None}{bullet} do? \note{Click bullet to see an example of how complex modern games treat ``damage'' on a bullet} \item<3-> How many coins do I need to collect? \item<4-> What terrain can my scout walk over? \end{itemize} \end{frame} \begin{frame}{Player Experience} \begin{block}{Definition} Collection of events that \textbf{occur} to the player \textbf{during} the game \end{block} \end{frame} \begin{frame}{Why?} \begin{itemize} \item<1-> Understand \textbf{differences} in variations - is version A better than version B? \item<2->Does a game have defects/exploits \item<3-> Are there dominant strategies? \end{itemize} \end{frame} \begin{frame}{Main Topics} \begin{itemize} \item<1-> Game Design Spaces \item<2-> Player Experience \item<3-> \sout{General Video Game AI} \item<4-> Game Design \end{itemize} \end{frame} \section{Who are We?} \begin{frame}{Who are we?} \begin{columns} \begin{column}{0.5\textwidth} \begin{center} \includegraphics[width=0.4\textwidth]{joseph}\\ Joseph Walton-Rivers \end{center} \begin{itemize} \item PhD Student \item Research on: \begin{itemize} \item Artificial Intelligence \item Player Modelling \item Believability \end{itemize} \end{itemize} \end{column} \begin{column}{0.5\textwidth} \begin{center} \includegraphics[width=0.4\textwidth]{piers}\\ Piers R. Williams \end{center} \begin{itemize} \item PhD Student \item Research on: \begin{itemize} \item Artificial Intelligence \item Partial Observability \item Co-operation \end{itemize} \end{itemize} \end{column} \end{columns} \end{frame} \section{Admin Stuff} \begin{frame}{Structure} \begin{itemize}[<+->] \item Two Weeks - here (Lab 2) \item Module will be a mixture of lectures, labs and group work. \item Information on our site \href{http://ce810.fosslab.uk/timetable.html}{http://ce810.fosslab.uk/timetable.html}\note{Click the link and show them the timetable} \end{itemize} \end{frame} \begin{frame}{Assessment} \begin{itemize}[<+->] \item Asteroids Experiment [10\%] \begin{itemize} \item Search design space for target game \end{itemize} \item Game Design Hack [40\%] \begin{itemize} \item Working game and brief description of how it works \item List of parameters that could be modified \end{itemize} \item Player Experience Experiments [50\%] \begin{itemize} \item Final Presentation [10\%] \begin{itemize} \item Presentation itself (pptx or pdf) \item Presentation given in week 2 \end{itemize} \item Final Report [40\%] \begin{itemize} \item Game variants \item Reports (pdf) \end{itemize} \end{itemize} \end{itemize} Full details on the \href{http://ce810.fosslab.uk/assignment.html}{module page}. \end{frame} \end{document}