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Quest Generation
using Partial Order Planning
           Azfar
          Abhishek
Previous Project
• Dynamic Level Generation
  – Based on player’s “moral” behavior
     • Helped NPC  levels became easier to navigate and
       see
     • Killed NPC  levels became difficult to navigate
  – Had 5 different stages of levels
     • Range from Light to Dark
Project 2 Objective
• Want to solve the problem of Quest
  Generation
  – Create a player model that will be used to
    customize quests to the player
  – Use AI with the player model to determine the
    “best” quests for the player
Player Model
• 3 different player types
  – Fighter -> prefers combat
  – Adventurer -> prefers to pick up items and talk to
    NPCs
  – Puzzler -> prefers riddles and mazes
• Values Collected
  – TBD
Partial Order Planning
• Used similar structure discussed in Thue07
• Quests created by finding determining what
  goal best suits the player
  – Weigh goals for higher models more
• Structure of Quest
  – Level 1, Level 2, Goal
• Levels are selected by:
  – Looking at Pre,Post conditions
  – Higher models weigh more
POP example
• Player Model: Fighter = 3, Adventurer = 5,
                Puzzler = 4
  – Highest probability of having an adventure goal
     • Goal selected = Give key to NPC (Pre: HaveKey Post:
       Win)
  – Levels with adventure are weigh higher, then
    puzzle
     • Level 2 selected = Maze with key (Pre: null Post:
       HaveKey)
     • Level 1 selected = Open Adventure area (Pre: null Post:
       null)
Evaluation
• TBD
Maze with key   Levels
Adventure        Enemies with
                 key
   Quests        Talk to NPC
                 with key
   Give Key
                 Kill 10
                 Kill 5
                 Kill Gang 5
 Collect Coins
                 Kill Gang 10
                 Item 4
   Answer        Item 2
   Question      Answer Given
                 Filler Maze
                 Filler Kill
                 Filler
                 Adventure
Maze with key   Levels
Puzzle      Enemies with
            key
  Quests    Talk to NPC
            with key
 Catch
 Chicken    Kill 10
            Kill 5
            Kill Gang 5
Tree Maze
            Kill Gang 10
            Item 4
 Answer     Item 2
 Riddle     Answer Given
            Filler Maze
            Filler Kill
            Filler
            Adventure
Maze with key   Levels
Fighter    Enemies with
           key
 Quests    Talk to NPC
           with key
 Special
 Enemy     Kill 10
           Kill 5
           Kill Gang 5
5 Gang
Members    Kill Gang 10
           Item 4
 10 Gang   Item 2
 Members   Answer Given
           Filler Maze
           Filler Kill
           Filler
           Adventure

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Fable Revisted- Quest Generation using POP

  • 1. Quest Generation using Partial Order Planning Azfar Abhishek
  • 2. Previous Project • Dynamic Level Generation – Based on player’s “moral” behavior • Helped NPC  levels became easier to navigate and see • Killed NPC  levels became difficult to navigate – Had 5 different stages of levels • Range from Light to Dark
  • 3. Project 2 Objective • Want to solve the problem of Quest Generation – Create a player model that will be used to customize quests to the player – Use AI with the player model to determine the “best” quests for the player
  • 4. Player Model • 3 different player types – Fighter -> prefers combat – Adventurer -> prefers to pick up items and talk to NPCs – Puzzler -> prefers riddles and mazes • Values Collected – TBD
  • 5. Partial Order Planning • Used similar structure discussed in Thue07 • Quests created by finding determining what goal best suits the player – Weigh goals for higher models more • Structure of Quest – Level 1, Level 2, Goal • Levels are selected by: – Looking at Pre,Post conditions – Higher models weigh more
  • 6. POP example • Player Model: Fighter = 3, Adventurer = 5, Puzzler = 4 – Highest probability of having an adventure goal • Goal selected = Give key to NPC (Pre: HaveKey Post: Win) – Levels with adventure are weigh higher, then puzzle • Level 2 selected = Maze with key (Pre: null Post: HaveKey) • Level 1 selected = Open Adventure area (Pre: null Post: null)
  • 8. Maze with key Levels Adventure Enemies with key Quests Talk to NPC with key Give Key Kill 10 Kill 5 Kill Gang 5 Collect Coins Kill Gang 10 Item 4 Answer Item 2 Question Answer Given Filler Maze Filler Kill Filler Adventure
  • 9. Maze with key Levels Puzzle Enemies with key Quests Talk to NPC with key Catch Chicken Kill 10 Kill 5 Kill Gang 5 Tree Maze Kill Gang 10 Item 4 Answer Item 2 Riddle Answer Given Filler Maze Filler Kill Filler Adventure
  • 10. Maze with key Levels Fighter Enemies with key Quests Talk to NPC with key Special Enemy Kill 10 Kill 5 Kill Gang 5 5 Gang Members Kill Gang 10 Item 4 10 Gang Item 2 Members Answer Given Filler Maze Filler Kill Filler Adventure