• DocumentCode
    2004593
  • Title

    Thief belief

  • Author

    Kennerly, Ethan ; Witzel, Andreas ; Zvesper, Jonathan A.

  • Author_Institution
    Sch. of Cinematic Arts, USC, Los Angeles, CA, USA
  • fYear
    2009
  • fDate
    25-28 Aug. 2009
  • Firstpage
    169
  • Lastpage
    172
  • Abstract
    The video game Thief: The Dark Projecttrade is themed as a game of stealth, in which the player (the thief) avoids being detected by computer-simulated guards. Essentially, the player exploits the, possibly false, beliefs of the guard regarding the thief´s presence. Due to the simplicity of the guard´s control program, the guard´s beliefs are in practice perceived as either believing that the thief is, or may be, near (having seen him or become suspicious in some other way) and acting accordingly, or not. We conjecture that the entertainment value of a typical Thief scenario would be enhanced by a guard that acts not only depending on his own beliefs about the facts in the world, but also depending on what he believes the thief believes, including what he believes the thief believes he believes.In this paper, we will substantiate our previous discussion by describing an actual implementation of the pseudocode given there and providing a detailed description of an experiment setup intended to test our conjectures about the increase in entertainment value resulting from exploiting higher-order beliefs.
  • Keywords
    belief networks; computer games; Thief belief; computer-simulated guard; game of stealth; higher-order belief; video game; Art; Cognitive science; Computer simulation; Games; Joining processes; Logic; Testing;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Games Innovations Conference, 2009. ICE-GIC 2009. International IEEE Consumer Electronics Society's
  • Conference_Location
    London
  • Print_ISBN
    978-1-4244-4459-5
  • Electronic_ISBN
    978-1-4244-4460-1
  • Type

    conf

  • DOI
    10.1109/ICEGIC.2009.5293592
  • Filename
    5293592