
Screenshot of the small scene used to test social interactions.
This project was a research reboot project in conjunction with my American University Professor Mike Treanor. Our goal was to introduce myself to the world rule definition for AI behavior. We wanted to see how a social simulation engine would work in conjunction with classic RPG mechanics. In our first semester we began by creating a small, playable space with procedurally generated characters. In our second semester, we began integrating the Unity Engine with the social simulation engine (a system based on Mike's previous research with his Comme il Faut system). This involved creating hundreds of defined rules (grouped by the social intents of disdain, respect, nice, anger, and romantic) in order to test the system's evaluation of in a small, but broad context. We also authored an existing social relationships to give the starting point of the simulation the ability to have interesting reactions to player choice.