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companions_in_games [2009-01-26 14:55] – davegriffiths | companions_in_games [2009-01-29 12:44] – davegriffiths | ||
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Part of [[Project Lirec]] | Part of [[Project Lirec]] | ||
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+ | A very important aspect of HRI is looking at how people react to artificial companions. Games give us a wealth of easily accessible information on people' | ||
< | < | ||
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=====Rescue or gameplay helper companions===== | =====Rescue or gameplay helper companions===== | ||
- | Some non-player characters (NPCs) in games are designed to help the player in some form. This is a list of interesting characters who are either designed to provide some assistance in solving problems or fighting battles, or are a central theme of the game and therefore are intended to form a bond with the player. | + | Some NPCs in games are designed to help the player in some form. This is a list of interesting characters who are either designed to provide some assistance in solving problems or fighting battles, or are a central theme of the game and therefore are intended to form a bond with the player. |
^ Companion ^ Gameplay purpose ^ Intelligence ^ Attachment level ^ | ^ Companion ^ Gameplay purpose ^ Intelligence ^ Attachment level ^ | ||
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Strategies used in increasing attachment to companions in games: | Strategies used in increasing attachment to companions in games: | ||
- | * Graphical limitations don't affect attachment levels. In fact they probably help, in accordance with the uncanny valley. | ||
* Having companions dependant on you in some form (e.g. need feeding or rescuing) is a good way to build up a relationship. | * Having companions dependant on you in some form (e.g. need feeding or rescuing) is a good way to build up a relationship. | ||
- | * The use of natural language is one of the quickest ways to annoy the user, and break any illusion of intelligence, | + | |
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* User investment in the design or construction of the agent increases a feeling of ownership, and therefore attachment - "My robot is the only one like it" | * User investment in the design or construction of the agent increases a feeling of ownership, and therefore attachment - "My robot is the only one like it" | ||
* Collective intelligence is generally more robust, and likely to resolve in useful emergent behaviour than relying on a single agent. | * Collective intelligence is generally more robust, and likely to resolve in useful emergent behaviour than relying on a single agent. | ||
* Migration of companions has been tried in games, and was generally seen as a successful experiment, the user accepting a large change in technology used to visualise the agent. | * Migration of companions has been tried in games, and was generally seen as a successful experiment, the user accepting a large change in technology used to visualise the agent. |