TY - GEN
T1 - Predictive physics simulation in game mechanics
AU - Hämäläinen, Perttu
AU - Ma, Xiaoxiao
AU - Takatalo, Jari
AU - Togelius, Julian
N1 - Publisher Copyright:
© 2017 Copyright is held by the owner/author(s).
PY - 2017/10/15
Y1 - 2017/10/15
N2 - Computers can now simulate simple game physics systems hundreds of times faster than real-time, which enables real-time prediction and visualization of the effects of player actions. Predictive simulation is traditionally used as part of planning and game AI algorithms; we argue that it presents untapped potential for game mechanics and interfaces. We explore this notion through 1) deriving a four-quadrant design space model based on game design and human motor control literature, and 2) developing and evaluating six novel prototypes that demonstrate the potential and challenges of each quadrant. Our work highlights opportunities in enabling direct control of complex simulated characters, and in transforming real-time action into turn-based puzzles. Based on our results, adding predictive simulation to existing game mechanics is less promising, as it may feel alienating or make a game too easy. However, the approach may still be useful for game designers, for example, as it allows one to test designs beyond one's playing skill.
AB - Computers can now simulate simple game physics systems hundreds of times faster than real-time, which enables real-time prediction and visualization of the effects of player actions. Predictive simulation is traditionally used as part of planning and game AI algorithms; we argue that it presents untapped potential for game mechanics and interfaces. We explore this notion through 1) deriving a four-quadrant design space model based on game design and human motor control literature, and 2) developing and evaluating six novel prototypes that demonstrate the potential and challenges of each quadrant. Our work highlights opportunities in enabling direct control of complex simulated characters, and in transforming real-time action into turn-based puzzles. Based on our results, adding predictive simulation to existing game mechanics is less promising, as it may feel alienating or make a game too easy. However, the approach may still be useful for game designers, for example, as it allows one to test designs beyond one's playing skill.
KW - Game design
KW - Physics simulation
KW - Visualization
UR - http://www.scopus.com/inward/record.url?scp=85034641862&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85034641862&partnerID=8YFLogxK
U2 - 10.1145/3116595.3116617
DO - 10.1145/3116595.3116617
M3 - Conference contribution
AN - SCOPUS:85034641862
T3 - CHI PLAY 2017 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play
SP - 497
EP - 505
BT - CHI PLAY 2017 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play
PB - Association for Computing Machinery, Inc
T2 - 4th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2017
Y2 - 15 October 2017 through 18 October 2017
ER -