Difference between revisions of "Unpredictable Behavior"

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[[Category:Patterns]]
 
[[Category:Patterns]]
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[[Category:Subjective Patterns]]
 
[[Category:Agent Patterns]]
 
[[Category:Agent Patterns]]
[[Category:Stub]]
 
 
[[Category:Speculative Patterns]]
 
[[Category:Speculative Patterns]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
[[Category:Needs work]]
 
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
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== Using the pattern ==
 
== Using the pattern ==
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[[Unpredictable Behavior]] is a pattern for modifying how [[Agents]] behave. The easiest way to create the possibility for this is simply to let players control the agents but [[Game Masters]] can be more appropriate for [[Non-Player Characters]].
 +
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[[Algorithmic Agents]] can be modified to exhibit this behavior also, in this case typically through [[Randomness]] but sufficiently complex rule-based behaviors can also produce this result as can vagueness which [[ELIZA]] shows.
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
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The use of [[Unpredictable Behavior]] can give the illusion of [[Agents]] having [[Own Agenda|Own Agendas]]. They can also
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[[Thematic Consistency]]
  
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and by introducing more variety in [[Game Worlds]]
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 +
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Rather obvious, [[Unpredictable Behavior]] can work against a game having [[Predictable Consequences]].
 
== Relations ==
 
== Relations ==
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[[Game Masters]]
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[[Surprises]]
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[[Predictable Consequences]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Own Agenda]],  
 
[[Own Agenda]],  
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Game Masters]],
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Players,
 
[[Randomness]]
 
[[Randomness]]
  

Revision as of 11:30, 19 August 2014

The ability of agents to make actions that are unexpected.

This pattern is still a stub.

Examples

ELIZA

Using the pattern

Unpredictable Behavior is a pattern for modifying how Agents behave. The easiest way to create the possibility for this is simply to let players control the agents but Game Masters can be more appropriate for Non-Player Characters.

Algorithmic Agents can be modified to exhibit this behavior also, in this case typically through Randomness but sufficiently complex rule-based behaviors can also produce this result as can vagueness which ELIZA shows.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

The use of Unpredictable Behavior can give the illusion of Agents having Own Agendas. They can also Thematic Consistency

and by introducing more variety in Game Worlds 


Rather obvious, Unpredictable Behavior can work against a game having Predictable Consequences.

Relations

Game Masters Surprises Predictable Consequences

Can Instantiate

Own Agenda, Thematic Consistency

Can Modulate

Agents, Algorithmic Agents, Non-Player Characters

Can Be Instantiated By

Game Masters, Players, Randomness

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

A rewrite of a pattern that was part of the original collection in the paper Gameplay Design Patterns for Believable Non-Player Characters[1].

References

  1. Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.

Acknowledgments

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