Unpredictable Behavior: Difference between revisions

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[[Category:Needs work]]
[[Category:Needs work]]
[[Category:Needs examples]]
[[Category:Needs examples]]
[[Category:Staffan's current workpage]]
''The ability of agents to make actions that are unexpected.''
''The ability of agents to make actions that are unexpected.''


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=== Examples ===
=== Examples ===
[[ELIZA]]


== Using the pattern ==
== Using the pattern ==
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== Relations ==
== Relations ==
=== Can Instantiate ===
=== Can Instantiate ===
[[Own Agenda]],
[[Thematic Consistency]]


=== Can Modulate ===
=== Can Modulate ===
[[Algorithmic Agents]]
[[Agents]],
[[Algorithmic Agents]],
[[Non-Player Characters]]


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
[[Randomness]]


=== Can Be Modulated By ===
=== Can Be Modulated By ===
-


=== Possible Closure Effects ===
=== Possible Closure Effects ===
-


=== Potentially Conflicting With ===
=== Potentially Conflicting With ===
-


== History ==
== History ==

Revision as of 20:29, 12 August 2014

The ability of agents to make actions that are unexpected.

This pattern is still a stub.

Examples

ELIZA

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Own Agenda, Thematic Consistency

Can Modulate

Agents, Algorithmic Agents, Non-Player Characters

Can Be Instantiated By

Randomness

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

A rewrite of a pattern that was part of the original collection in the paper Gameplay Design Patterns for Believable Non-Player Characters<ref name="Lankoski & Björk 2007"/>.

References

<references> <ref name="Lankoski & Björk 2007">Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.</ref> </references>

Acknowledgments

-