Kathryn E. Merrick Computational Models of Motivation for Game-Playing Agents Computational Models of Motivation for Game-Playing Agents Kathryn E. Merrick Computational Models of Motivation for Game-Playing Agents 123 Kathryn E.Merrick Schoolof Engineering andInformation Technology University of NewSouthWales Australian Defence Force Academy Canberra,ACT Australia ISBN978-3-319-33457-8 ISBN978-3-319-33459-2 (eBook) DOI 10.1007/978-3-319-33459-2 LibraryofCongressControlNumber:2016947761 ©SpringerInternationalPublishingAG2016 Thisworkissubjecttocopyright.AllrightsarereservedbythePublisher,whetherthewholeorpart of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission orinformationstorageandretrieval,electronicadaptation,computersoftware,orbysimilarordissimilar methodologynowknownorhereafterdeveloped. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publicationdoesnotimply,evenintheabsenceofaspecificstatement,thatsuchnamesareexemptfrom therelevantprotectivelawsandregulationsandthereforefreeforgeneraluse. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authorsortheeditorsgiveawarranty,expressorimplied,withrespecttothematerialcontainedhereinor foranyerrorsoromissionsthatmayhavebeenmade. Printedonacid-freepaper ThisSpringerimprintispublishedbySpringerNature TheregisteredcompanyisSpringerInternationalPublishingAGSwitzerland Preface In recent years, two quests have been emerging to focus artificial intelligence research for games. The first, and newest, is concerned with developing our understanding of game players. The second is concerned with building more believableandexciting virtualworldsinwhichtoplaygames.Inthisbookweuse information gathered by game data mining researchers about players to inform the design of novel self-motivated game-playing agents to control non-player charac- ters. We demonstrate how self-motivated agents can increase the diversity of non-player characters by permitting agents to exhibit unique decision-making characteristics, which lead to interesting, emergent patterns when they interact. More and more studies are emerging of the factors that motivate people to play online games and the cultures that emerge among humans in virtual worlds. However, the diversity we see in humans is not yet present in the computer-controlled characters that support online virtual worlds. Techniques for embedding human-like motives in game-playing agents have not yet been widely explored.Asthecomplexityandfunctionalityofmultiuservirtualworldsincreases, computer-controlled characters are becoming an increasingly challenging applica- tion for artificial intelligence techniques. Players are demanding more believable and intelligent non-player characters to enhance their gaming experience. This book presents a new artificial intelligence technique—computational motivation—and shows how it can be used to increase the diversity of non-player charactersbyadaptingsometraditionalarchitecturesforcomputer-controlledgame characters. Theoretical issues are addressed for representing and embedding com- putational models of motivation in rule-based agents, crowds, learning agents and evolutionary algorithms. Practical issues are addressed for defining games, mini-games or in-game scenarios for virtual worlds in which computer-controlled, motivated agents can participate alongside human players. Large-scalevirtualworldsmayhavehundredsorthousandsofvirtualcharacters, and the question arises as to how these characters can be embedded with diverse, individual personalities. Computational motivation provides a novel answer to this question. Our starting point is the ‘influential trio’: achievement, affiliation and v vi Preface power motivation. Incentive-based theories of achievement, affiliation and power motivation are the basis of competence-seeking behaviour, relationship-building, leadership and resource-controlling behaviour in humans. We show how these motives can be modelled and embedded in artificial agents. Theaimofthisbookistoprovidegameprogrammers,andthosewithaninterest inartificialintelligence,withtheknowledgerequiredtodevelopdiverse,believable game-playing agents for virtual worlds. Computational motivation is an exciting, emerging research topic in the field of artificial intelligence. The development of motivated agents is at the cutting edge of artificial intelligence and cognitive modellingresearch.Thisopensthewaybothfornewtypesofartificialagents,new typesofcomputergamesandin-worldmini-gamesorscenarios.Thisbookprovides anin-depthlookatnewcomputationalmodelsofmotivationandoffersinsightsinto the strengths, limitations and future development of motivated agents for gaming applications. Part I—Game Playing in Virtual Worlds by Humans and Agents Chapter 1—From Player Types to Motivation Chapter2—ComputationalModelsofAchievement,AffiliationandPower Motivation Chapter 3—Game-Playing Agents and Non-Player Characters The first part of this book studies the relationship between game play and moti- vation in humans and proposes ways in which this can be represented and embeddedinartificialagents.Chapter 1studiesthemotivationalcharacteristics we seeinhumansplayinggames,whichwemightexpecttoseeinadiversesocietyof computer-controlled game-playing agents. After examining player types that have been identified through subjective and objective studies of human game players, Chap.1turnstocomplementaryliteraturefrommotivationpsychologyandreviews the theories that may contribute to these characteristics in humans. It specifically focusesonthree incentive-based theories ofmotivation for achievement, affiliation and power motivation. Chapter 2 introduces computational models of motivation to embed these human-inspired motives in artificial agents at different levels offidelity. A flexible mathematical model is introduced that permits achievement, affiliation and power motives to be expressed in terms of approach and avoidance components, which canbeadjustedtocreatedifferent motivationvariants.Alternativesareprovidedto model individual motives, or profiles of several motives. Chapter 3 describes how motivation can be embedded in four architectures for game-playing agents that can be used to control non-player characters: rule-based agents, crowds, learning agents and evolutionary algorithms. Motivated rule-based agents are suitable for decision making by individual agents, while motivated Preface vii learningagents are suitable for competitive or strategicdecisionmakingwhen two or more agents interact. The motivated crowd and evolutionary algorithms are suitableforcontrollinggroupsofagents.Thesearchitecturesarethetopicsofstudy in Part II, Part III and Part IV of the book. Part II—Comparing Human and Artificial Motives Chapter 4—Achievement Motivation Chapter 5—Profiles of Achievement, Affiliation and Power Motivation Part II of this book describes how the models introduced in Part I can be used to createanumberofspecificmotivationsubtypesthathavepreviouslybeenobserved in humans. These are then demonstrated by reproducing three canonical human experiments with artificial agents. In Chap. 4, four subtypes of achievement motivationaredescribed.Theseareembeddedinagentsplayingthering-tossgame. We demonstrate the similarities that can be observed between motivated game-playing agents and humans playing the same game. In Chap. 5 three profiles of achievement, affiliation and power motivation are introduced for agents playing two different games: roulette and the prisoners’ dilemmagame.Weagaindemonstratethesimilaritiesthatcanbeobservedbetween motivatedgame-playingagentsandhumansplayingthesamegames.Weshowthat wecancreateadiversegroupofagentsthatcompeteorcooperateindifferentways when playing games. Part III—Game Scenarios for Motivated Agents Chapter 6—Enemies Chapter 7—Pets and Partner Characters Chapter 8—Support Characters InPartIIIin-gamescenariosaredescribedthatareappropriatefordifferentkindsof motivated agents, including motivated rule-based agents, crowds and learning agents. These scenarios are presented inthree chapters,corresponding to scenarios for three common non-player character types: enemies, partner characters and support characters. Chapter6presentsanapplicationofmotivatedrule-basedagentsasenemiesand two scenarios in which motivated learning agents are used as enemies. Chapter 7 considers two further scenarios for motivated learning agents as pets and partner characters.Chapter8explorestheuseofmotivatedcrowdsandmotivatedlearning agents in support characters. We show that agents with different motives exhibit different strategies for playing games. This results in behavioural diversity among viii Preface characters. In addition, when agents with different motives interact, different outcomes emerge. Includedinthispartaretheoreticalanalyses,empiricalinvestigationsandsample game applications. We show how theoretical and empirical results can be used to predict the behaviour of agents in practice. We use these motivated agents in two ways: first as non-player characters and secondly to model the different types of responses possible to non-player characters, either by individuals or groups of human players. The applications in this part of the book demonstrate how each abstract agent architecture from the previous part can be connected to the concrete actions available to a game character. Part IV—Evolution and the Future of Motivated Agents Chapter 9—Evolution of Motivated Agents Chapter 10—Conclusion and Future Part IV looks to the future of motivated game-playing agents, first with a specific focusontheconditionsunderwhichagentswithdifferentmotivesmightevolveina virtual world and then more broadly. Chapter 9 considers the evolution of moti- vationinasocietyofgame-playingagents.Agentsarestudiedinmultiplayersocial dilemma games and in a custom implementation of a classic single-player shooter game. This chapter demonstrates how the composition of a society of motivated agentscanchangeovertimeinresponsetosubjectiveorobjectivedefinitionsofthe fitness of an agent. Chapter 10 summarises the algorithms, components and combinations of com- ponents that have been studied in the book, and discusses how these components might fit into other motivated agent architectures. The strengths and limitations of motivated agents are considered and used as a basis for discussion of the future directions for motivated agents and multiuser computer games. Advances in computational models of motivation, motivated agent models and their application to different types of games are considered. Canberra, ACT, Australia Kathryn E. Merrick Contents Part I Game Playing in Virtual Worlds by Humans and Agents 1 From Player Types to Motivation .. .... .... .... .... ..... .... 3 1.1 Virtual Worlds and Online Games .. .... .... .... ..... .... 3 1.2 Explorer, Achiever, Socialiser, Aggressor: Human Player Types ... .... .... ..... .... .... .... .... .... ..... .... 4 1.3 Incentive-Based Theories of Motivation.. .... .... ..... .... 9 1.3.1 Incentive .. ..... .... .... .... .... .... ..... .... 9 1.3.2 Achievement Motivation... .... .... .... ..... .... 10 1.3.3 Affiliation Motivation . .... .... .... .... ..... .... 13 1.3.4 Power Motivation .... .... .... .... .... ..... .... 14 1.3.5 Dominant Motives and Motive Profiles.... ..... .... 15 1.3.6 Motivation and Zeitgeist ... .... .... .... ..... .... 16 1.4 Conclusion ... .... ..... .... .... .... .... .... ..... .... 17 References. .... .... .... ..... .... .... .... .... .... ..... .... 18 2 Computational Models of Achievement, Affiliation and Power Motivation... ..... .... .... .... .... .... ..... .... 21 2.1 Towards Computational Motivation . .... .... .... ..... .... 21 2.2 Modelling Incentive-Based Motives Using Approach-Avoidance Theory .. .... .... .... .... ..... .... 22 2.2.1 Modelling Achievement Motivation .. .... ..... .... 26 2.2.2 Modelling Affiliation Motivation. .... .... ..... .... 31 2.2.3 Modelling Power Motivation.... .... .... ..... .... 33 2.3 Motive Profiles for Artificial Agents. .... .... .... ..... .... 34 2.3.1 Modelling Profiles of Achievement, Affiliation and Power. ..... .... .... .... .... .... ..... .... 35 2.3.2 Modelling the Dominant Motive Only. .... ..... .... 36 2.3.3 Optimally Motivating Incentive.. .... .... ..... .... 36 2.4 Using Motive Profiles for Goal Selection. .... .... ..... .... 39 2.4.1 Winner-Takes-All .... .... .... .... .... ..... .... 40 2.4.2 Probabilistic Goal Selection. .... .... .... ..... .... 41 ix x Contents 2.5 Summary .... .... ..... .... .... .... .... .... ..... .... 41 References. .... .... .... ..... .... .... .... .... .... ..... .... 42 3 Game-Playing Agents and Non-player Characters . .... ..... .... 45 3.1 Artificial Intelligence in Non-player Characters .... ..... .... 45 3.2 Rule-Based Agents. ..... .... .... .... .... .... ..... .... 46 3.2.1 Game Scenarios for Motivated Rule-Based Agents.... 47 3.2.2 Motivated Rule-Based Agents... .... .... ..... .... 48 3.3 Crowds.. .... .... ..... .... .... .... .... .... ..... .... 49 3.3.1 Motivated Crowds.... .... .... .... .... ..... .... 51 3.4 Learning Agents... ..... .... .... .... .... .... ..... .... 52 3.4.1 Social Dilemma Games.... .... .... .... ..... .... 53 3.4.2 Strategies in Game Theory . .... .... .... ..... .... 55 3.4.3 Motivated Learning Agents. .... .... .... ..... .... 56 3.5 Evolution .... .... ..... .... .... .... .... .... ..... .... 59 3.5.1 Multiplayer Social Dilemma Games .. .... ..... .... 59 3.5.2 Evolution in Multiplayer Social Dilemma Games . .... 60 3.5.3 Evolution of Motivated Agents.. .... .... ..... .... 60 3.6 Summary .... .... ..... .... .... .... .... .... ..... .... 64 References. .... .... .... ..... .... .... .... .... .... ..... .... 64 Part II Comparing Human and Artificial Motives 4 Achievement Motivation. ..... .... .... .... .... .... ..... .... 69 4.1 Scenarios and Mini-games for Motivated Agents... ..... .... 69 4.2 The Ring-Toss Game .... .... .... .... .... .... ..... .... 70 4.3 Modelling Achievement-Motivated Rule-Based Agents ... .... 72 4.4 AchAgents Playing the Ring-Toss Game . .... .... ..... .... 75 4.4.1 Comparison to Humans.... .... .... .... ..... .... 75 4.4.2 Comparison to Atkinson’s Risk-Taking Model ... .... 77 4.4.3 Comparison to a Model of Achievement Motivation with Learning ... .... .... .... .... .... ..... .... 79 4.5 Conclusion ... .... ..... .... .... .... .... .... ..... .... 80 References. .... .... .... ..... .... .... .... .... .... ..... .... 82 5 Profiles of Achievement, Affiliation and Power Motivation ... .... 83 5.1 Evolving Motivated Agents to Play Multiple Games ..... .... 83 5.2 Roulette . .... .... ..... .... .... .... .... .... ..... .... 84 5.2.1 Motive Profiles for Roulette .... .... .... ..... .... 85 5.2.2 Motivated Rule-Based Agents Playing Roulette .. .... 87 5.2.3 Comparison to Humans.... .... .... .... ..... .... 89 5.3 The Prisoners’ Dilemma Game. .... .... .... .... ..... .... 90 5.3.1 Motivated Rule-Based Agents and the Prisoners’ Dilemma .. ..... .... .... .... .... .... ..... .... 92 5.3.2 Comparison to Humans.... .... .... .... ..... .... 92 5.4 Conclusion ... .... ..... .... .... .... .... .... ..... .... 94 References. .... .... .... ..... .... .... .... .... .... ..... .... 95
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