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An AI Example This figure shows a simple example of the triggers and urges that make up the AI for a caste of ants. When a trigger on the left is true, the ant will experience all of the urges connected to that trigger. Outside Inside Nest Find Food Pick up Food: 3 Find Spider Run Away: 5 Triggers Urges (and Weights) Figure 4: A simple ant AI The figure below shows what will happen when the ant smells food while outside. Both triggers are activated, and the urge to “Pick up Food” occurs at its full weight of 3. Outside Inside Nest Find Food Pick up Food: 3 Find Spider Run Away: 5 Triggers Urges (and Weights) Resulting Urge Pick up Food: 3 Figure 5: An ant who is outside and finds food will want to pick up food. In the following figure, only one of the triggers associated with the “Pick up Food” urge is true, and therefore the urge occurs, but at a lesser weight. Since this partial weighting reduces 24
Object Description
Title | Leafcutters: life simulation gameplay designed to evoke engagement with real-world subject matter |
Author | Graner, William B. |
Author email | granerw@gmail.com; bill@bgraner.com |
Degree | Master of Fine Arts |
Document type | Thesis |
Degree program | Interactive Media |
School | School of Cinematic Arts |
Date defended/completed | 2011-05-05 |
Date submitted | 2011 |
Restricted until | Unrestricted |
Date published | 2011-05-05 |
Advisor (committee chair) | Gibson, Jeremy |
Advisor (committee member) |
Fullerton, Tracy Anderson, Steven F. |
Abstract | Leafcutters is a life simulation game about leafcutting ants which is designed to evoke engagement with real world subject matter. In this game, players shape the behaviors of a colony of ants in order to establish complex behaviors such as foraging and fungus farming. The game system in Leafcutters is adapted from existing biological research on ants, with an emphasis on the accurate adaptation of a natural system into a game system. This project draws on previous works in artificial life, life simulation games, swarm games, virtual pets, and virtual ants. Leafcutters is a work of expressive AI, an evocative knowledge object, and an educational game. |
Keyword | simulation game; evocative knowledge object; educational game; video game |
Language | English |
Part of collection | University of Southern California dissertations and theses |
Publisher (of the original version) | University of Southern California |
Place of publication (of the original version) | Los Angeles, California |
Publisher (of the digital version) | University of Southern California. Libraries |
Provenance | Electronically uploaded by the author |
Type | texts |
Legacy record ID | usctheses-m3919 |
Contributing entity | University of Southern California |
Rights | Graner, William B. |
Repository name | Libraries, University of Southern California |
Repository address | Los Angeles, California |
Repository email | cisadmin@lib.usc.edu |
Filename | etd-Graner-4578 |
Archival file | uscthesesreloadpub_Volume40/etd-Graner-4578.pdf |
Description
Title | Page 29 |
Contributing entity | University of Southern California |
Repository email | cisadmin@lib.usc.edu |
Full text | An AI Example This figure shows a simple example of the triggers and urges that make up the AI for a caste of ants. When a trigger on the left is true, the ant will experience all of the urges connected to that trigger. Outside Inside Nest Find Food Pick up Food: 3 Find Spider Run Away: 5 Triggers Urges (and Weights) Figure 4: A simple ant AI The figure below shows what will happen when the ant smells food while outside. Both triggers are activated, and the urge to “Pick up Food” occurs at its full weight of 3. Outside Inside Nest Find Food Pick up Food: 3 Find Spider Run Away: 5 Triggers Urges (and Weights) Resulting Urge Pick up Food: 3 Figure 5: An ant who is outside and finds food will want to pick up food. In the following figure, only one of the triggers associated with the “Pick up Food” urge is true, and therefore the urge occurs, but at a lesser weight. Since this partial weighting reduces 24 |