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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>What do games teach us about designing effective human-AI cooperation? - A systematic literature review and thematic synthesis on design patterns of non-player characters</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Maximilian Wittmann</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Benedikt Morschheuser</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Friedrich-Alexander-Universität Erlangen-Nürnberg</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gamification</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Digital Customer Engagement Research Group</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lange Gasse</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nürnberg</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Germany</string-name>
        </contrib>
      </contrib-group>
      <fpage>95</fpage>
      <lpage>104</lpage>
      <abstract>
        <p>Effective cooperation between humans and technologies powered by Artificial Intelligence (AI) is decisive to fully exploit AI's economic and social potentials. However, the adoption of AI is often opposed by a lack of humans' trust in AI systems and a dearth of interest in working with them. Turning to games for getting inspiration on how to optimize human-AI cooperation seems promising, since games engage humans almost effortlessly in interacting and cooperating with artificial non-player characters (NPCs). However, a structured overview on how game design can optimize human-AI cooperation is missing in existing gamification research. Therefore, this paper presents a systematic review of NPC design patterns and elaborates on what developers of AI systems can learn from game design. Guided by a thematic analysis, we present a structured overview of relevant design patterns clustered along six focus fields namely I) NPC responsiveness, (II) appearance of NPCs, (III) NPC communication patterns, (IV) emotional aspects, (V) behavioral characteristics, and (VI) player-NPC and NPC-NPC team structures - which advance our understanding of designing and investigating cooperation between humans and NPCs. The insights of this paper can guide practitioners and future research regarding the design of more effective AI systems, the gamification of human-AI cooperation, and the development of innovative NPC approaches.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Non-Player Characters</kwd>
        <kwd>Human-AI Cooperation</kwd>
        <kwd>Systematic Literature Review</kwd>
        <kwd>Thematic Synthesis</kwd>
        <kwd>Artificial Intelligence</kwd>
        <kwd>Design Patterns</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>With the rise of Artificial Intelligence (AI) and
increasingly autonomous machines, human-AI
cooperation has received a surge in attention in
industry and academia. In areas as diverse as
human-robot interaction, autonomous driving, or
the assistance of humans in complex
decisionmaking with expert systems, seamless
cooperation between humans and AI technologies
is decisive to enable society and businesses to
fully exploit AI’s benefits and potentials. The
growing interest is reflected by a rise of research
papers elaborating on this topic. Despite this
interest, we lack a clear understanding of how
specific design aspects of AI systems can
optimize the human-AI cooperation and establish
trust between humans and AI systems [1].</p>
      <p>One context where cooperation between
humans and AI appears to emerge effortlessly is
video games. Existing research demonstrated that
specific game design features could engage
players in developing strong emotional
relationships [2] with non-player characters
(NPCs), support the perceived closeness, and
even build trust. Design knowledge and patterns
from game design and, in particular, NPC design
can thus provide a hitherto scarcely explored
treasure of knowledge for designing more
effective human-AI collaboration outside of
games. Lending elements from video games and
utilizing them in other contexts, such as AI
systems, has become popular in recent years. This
trend is called gamification and refers to the use
of design principles and features of games outside
traditional video game environments with the
intention to afford similar experiences as in games
and to influence behaviors [3].</p>
      <p>While various studies indicate, that game
design knowledge can help improve the design of
AI systems, the bulk of the gamification research
that has emerged over the past ten years missed to
provide a structured overview of gamifying
human-AI cooperation [4]. Therefore, this study
aims at answering the research question:</p>
      <p>Which design patterns facilitate effective
cooperation between NPCs and humans?</p>
      <p>This paper’s major contribution is conducting
a systematic literature review and thematic
synthesis as well as investigating which patterns
game developers and designers exploit for
building rich social interactions between NPCs
and humans (i.e., player characters (PCs)). Our
results are based on performing axial and selective
coding to derive subcategories and linkages
between the codes and summarize the current
body of knowledge in a systematic way. Finally,
we offer practical recommendations as to what AI
software developers and experts in
Humancomputer interaction can learn from the gaming
industry.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Non-player characters in video games</title>
      <p>The term NPC refers to any character found in
a game not controlled by the players [5]. In many
games, players play with or against NPCs. NPCs
are used to increase the believability of games and
a player’s immersion in the virtual game world
[6–8]. Human players are keen to interact with
realistic NPCs and research indicates that players
can even establish strong relationships with NPCs
[19].</p>
      <p>In the last decades, game developers and
designers have placed a primary focus on
increasing NPC believability [11] and creating the
illusion of playing with human-like fellows. NPCs
traditionally follow a deterministic AI behavior
and players can compete or cooperate with NPCs;
however, humans can quickly become frustrated
with NPCs that show deviating, non-human-like
or predictable behaviors [12–16]. Recently
emerging developments in the field of advanced
AI pave the way towards more realistic NPCs and
thus more immersive gameplay [17, 18].</p>
      <p>Even though NPCs are prevalent in games and
interest in developing more robust NPCs [23] is
high, game research missed studying NPC design
patterns in greater detail [24]. One recent work
investigates central design components of
companions in video games [25], expanding a
design space proposed in [26]. While these
contributions are relevant for this paper,
companions only resemble one category within
the broader class of NPCs. Evidently, there is a
gap of systematic review papers that deal with
design patterns of NPCs. Current literature in
NPC design remains fragmented and little is
known on how to transfer the insights gained from
NPCs to other non-game contexts. Different
studies indicate, however, that game design
knowledge could optimize future human-AI
cooperation and improve AI systems [32, 35].
Gamification research has overlooked to provide
structured knowledge on the gamification of
human-AI cooperation thus far [4].</p>
    </sec>
    <sec id="sec-3">
      <title>3. Research methodology</title>
      <p>In this paper, we present a systematic literature
review on the topic guided by Webster and
Watson [27]. The literature review has been
conducted on the Scopus database. The choice of
scientific database is justified by two reasons:
First, Scopus aggregates several relevant
databases such as ACM, IEEE, or Springer.
Second, the focus on one single scientific research
database allows a replicable process and thus
supports the rigor and objectivity of the procedure
[28].</p>
      <p>We performed the literature search on August
26th in 2021, querying the Scopus database in the
following manner:
TITLE-ABS-KEY(NONPLAYER CHARACTERS AND DESIGN*). The
search yielded results focusing on non-player
characters and any permutation of the term design.
By carefully limiting the search to the metadata,
this approach enabled us to scan literature only for
publications concentrating on our intended search
terms. The search resulted in 295 hits. Next, we
performed several screening steps based on the
following criteria to include only relevant papers:
1) Removal of duplicates and false hits (-22
papers); 2) Abstract and title screening and
subsequent removal of papers with a focus not in
line with the research question at hand (-77
papers); 3) Removal of papers not written in
English (-4 papers); 4) Removal of papers that are
not full papers (-17 papers) and 5) Papers that
cannot be acquired (-1 paper). This screening
process resulted in 174 full papers. Then, we
coded the works by accumulating information on
bibliometric and descriptive information.
Subsequently, we applied thematic synthesis
according to [29]. This approach was chosen as it
allows to investigate phenomena in qualitative
data, such as prototype descriptions, and aims at
generating implications for practice. This is in line
with our goal to encourage designers to draw
inspiration from NPC design for improved
human-AI cooperation. The synthesis comprises
three stages:</p>
      <p>Free coding: A sample of ten articles was read
and reviewed. Inductive line-by-line coding led to
the identification of multiple design features.
Based on the number of papers in the dataset, we
applied an additional second round of open coding
with five articles. Next we added codes to the
fragments. The plausibility of this preliminary
coding scheme was checked by carefully reading
all papers in the dataset. As a result, six additional
codes were added to prevent neglecting relevant
design pattern subcategories.</p>
      <p>Construction of descriptive themes: The
obtained codes were iteratively compared. The
findings were synthesized and similarities as well
as differences between the obtained codes, were
identified. Descriptive themes were generated
through axial coding.</p>
      <p>Development of analytical themes: We
reviewed the entire body of knowledge and
mapped the content on the defined themes. All
data was classified along with the following
overarching themes: design patterns on (I) NPC
responsiveness, (II) appearance of NPCs, (III)
NPC communication patterns, (IV) emotional
aspects, (V) initiative of NPCs, and (VI) PC-NPC
and NPC-NPC team structures. These analytical
themes comprised several subcategories and thus
resulted in a tree structure.</p>
      <p>In terms of the presentation of the results, we
follow Paré’s assessment [30] and present the
synthesized evidence mainly in tabular form.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Results</title>
    </sec>
    <sec id="sec-5">
      <title>4.1. Descriptive information</title>
      <p>Out of the 174 reviewed full papers, 116 are
empirical studies. 72 papers contain empirical
results related to NPC design patterns and
humanAI cooperation. 26 papers are conceptual or
present frameworks, methodologies, or models.
22 papers are reviews, while 14 studies introduce
preliminary results, describe systems, case studies
or prototypes. 113 papers fall into the domain
entertainment. The second largest category is
education with 46 papers. Seven papers belong to
the domain of culture/history/ethics, four papers
deal with medicine and health, and two papers
belong to the domain engineering. The domains
sports and tourism each comprise one paper.
4.2.</p>
    </sec>
    <sec id="sec-6">
      <title>Responsiveness of NPCs</title>
      <p>The structured review of previous research on
NPC design reveals that the majority of the
empirical studies employ design patterns related
to the responsiveness of NPCs. In this field of
research, the most popular design features can be
clustered in features related to how NPCs provide
feedback and are able to learn and respond.
The design patterns in these categories aim
directly at facilitating more effective cooperation
between NPCs and human players.</p>
      <p>A total of 38 studies investigates or employs
NPC feedback mechanisms. Feedback has been
shown to be powerful in influencing people’s
decision making [31] and bringing about behavior
change. The review indicates that NPC feedback
can further be divided into four thematic groups
(as visible in Table 1): Direct feedback (e.g.,
[32]), delayed feedback (e.g., [33]), NPC-PC
cocreation (e.g., [34, 35]), and persuasion of the
player (e.g., [31, 36]).</p>
      <p>In appropriate contexts, specific NPC
feedback seems to be able to serve as a stimulator
of curiosity or even an augmenter of human
creativity. For instance, Ali et al. [31] demonstrate
that NPCs designed as artistic playmates
providing creative feedback can increase kids’
creativity compared to similar playmates, which
provide less creative feedback. This type of
feedback is shown to significantly increase the
participant’s creativity and consequently
improves the quality of the human-AI
cooperation.</p>
      <p>29 studies indicate that especially three
patterns related to feedback are highly relevant for
achieving effective PC-NPC cooperation:
assessment of player’s performance/progress (15
studies), immediate feedback (11 studies) and
unpredictability (13 studies). Embedding
socioemotional elements and unexpected moral
questioning prompts can help augment NPC
believability and the level of player immersion, as
called for in [12, 13]. The insights of [42]
demonstrate that design features allowing players
to observe an NPC’s vulnerability and experience
its decision-making process first-hand can trigger
reflection on the player’s side and increase the
emotional investment in the game. This can be
achieved through perspective switching exercises
that serve to confront a player with several daily
social dilemmas (such as stealing in a shop, being
bullied by peers) that NPCs face and make him
assess the NPC’s decision-making.</p>
      <p>Moreover, this review indicates that the NPC’s
ability to learn and respond is crucial for
enhancing both the level of game immersion [51]
and the interestingness [71] of the PC-NPC
interaction. 38 papers are dealing with this theme,
as depicted in Table 2. This category can be
divided into three subcategories, differentiating
between humans learning from AI/NPC (through
social comparisons, switching perspectives, or
triggering emotions), NPCs learning based on
human gameplay (for example learning by
demonstration, utilizing external hardware), and
NPCs learning from fellow NPCs/AI (within or
outside the current domain).</p>
      <p>The generated overview reveals that while a
large diversity of approaches exists, several focus
fields can be identified (cf. Table 2). For example,
only three papers [68, 72, 73] deal with inter- and
cross domain learning where NPCs can learn from
fellow NPCs. This is probably because this
approach is quite new and complex to realize. The
results of [72] and [73] indicate, however, that
minimizing the NPC’s learning and training times
can lead to faster acceptance and the player can
exploit the NPC’s skill sooner and interact more
naturally. The empirical findings demonstrate the
benefits of this approach compared to scenarios
where a new NPC in a game cannot lend skills
from a fellow NPC and needs to be trained based
on human performance from scratch. For
instance, inter-domain learning allows sharing of
knowledge as well as prior experiences among
fellow NPCs within one domain. The second
subcategory is cross-domain learning. Studies [68,
73] demonstrate that this design pattern can
facilitate the human-AI cooperation in the long
term because it allows NPCs to transfer their skills
from one domain onto new fields and enable
NPCs with more general capabilities. This can
positively influence trust of humans in NPC by
simulating human learning processes and creating
a sense of likeness in terms of cognitive
capabilities. Inter-domain learning is particularly
important in games that feature importing NPCs
from one game to another. For instance, agents
that were trained on how to ride a bike could
explicitly utilize that knowledge for riding a
motorcycle in a new context. However, the bulk
of the empirical studies apply features that allow
humans to learn from an NPC or vice versa. In the
empirical papers, NPCs training has been
achieved through e.g., the usage of learning by
demonstration [35], optimization algorithms
(such as Reinforcement Learning [81–84]), or
Supervised Learning (e.g., Artificial Neural
Networks [78, 79]) approaches.</p>
      <p>Several studies apply design patterns that
enable NPCs to learn from human gameplay.
These approaches serve to create profiles of
human players and train for imitation (used in 11
papers), exploiting shared memories (used in 6
papers), or utilizing external hardware (such as
EEG-based BCI devices [48], webcams or Kinect
systems [45], used in 4 papers) to capture
movements and emotions in real time.</p>
      <p>The review emphasizes that certain design
approaches are particularly suitable for supporting
humans to learn from their NPC counterparts. In
7 studies, this is accomplished through either
social comparison, confronting human players
with NPC decision-making, or deliberately
controlling the pace of the learning process (e.g.,
through inobtrusive buttons to deliberately call
NPCs for help [69]). Three features, however, are
especially prominent in the reviewed studies:
perspective switching (7 studies), deliberately
triggering emotions (6 studies), and monitoring
and adapting difficulty levels (7 studies).</p>
    </sec>
    <sec id="sec-7">
      <title>Other NPC design categories</title>
      <p>The review highlights the importance of
responsiveness for facilitating effective NPC-PC
cooperation, which was reflected in the amount of
coverage across the studies. Nonetheless, this
review identifies five further categories with
design features that can improve the human-AI
interaction.</p>
      <p>Appearance comprises features related to
anthropomorphism, such as human likeness,
customization, tone of voice, facial expression,
and embodiment (cf. [38, 44]). The patterns of
this category can play a vital role in the
cooperation because the player’s perception of the
NPC highly affects the team dynamics [2].</p>
      <p>Moreover, several different communication
patterns are found: a) the applied modalities (such
as text-based, natural language or BCI), b)
verbal/non-verbal communication enriched by
gestures, body language, levels of assertiveness,
and c) the direction of communication (e.g.,
PCNPC, NPC-NPC, PC-PC, see [31] and [56]). The
results indicate that lively conversations with
references to real-world experiences [17] and
situations are more effective in terms of
engagement and player enjoyment than
noninteractive, pre-programmed NPC conversations.</p>
      <p>The category emotional aspects comprises
patterns related to empathy, the power of narrative
and backstories, embedding motivational
elements such as points, scores and leaderboards,
humor/satire, and love [6, 26, 70]. This is visible,
for instance, in the study of Mallon and Lynch
[62] that recommends integrating elements of
romantic relationships with NPCs to add an
additional dimension of human experience and
creating more intriguing PC-NPC partnerships.</p>
      <p>Further, our data show that the NPC’s degree
of autonomy and personality traits are relevant
design patterns we summarize as behavioral
characteristics. These contain the degree of
involvement of an NPC in the PC’s game
experience and an NPC’s own agenda (cf. e.g.,
[50, 52]). Creating unique NPCs and controlling
when and how they intervene are demonstrated to
be promising ways to increase the player’s
curiosity and facilitate immersion [31, 44].</p>
      <p>Lastly, the category PC-NPC and NPC-NPC
team structures captures features related to the
team dynamics and the role of each actor in
sociotechnical systems. Our results indicate that
NPCs that possess knowledge about previous
incidents and preferences of the player can more
easily create a personalized game atmosphere.
Through design patterns that allow NPCs to build
memories, a collection of relevant shared
experiences with the player are created. By taking
advantage of this wealth of shared experiences
and proactively suggesting actions based on
previous player preferences, the NPC comes
across as a non-static and adaptable counterpart
[72]. This, in turn, serves to strengthen and mature
the relationship with the player [56]. Additionally,
taking turns with the human can create a more
captivating experience since the NPC’s reactions
appear more natural and may remind the player of
human-human conversations. This pattern is
especially useful in dialogues [38] or when
elaborating choices at decision points [44].</p>
    </sec>
    <sec id="sec-8">
      <title>5. Discussion</title>
      <p>This study investigates design patterns of
NPCs that facilitate cooperation between NPCs
and human players in existing research. This adds
to previous research in the field of companion
design [25, 26] through a broader consideration of
this relevant phenomenon. The study’s main
contribution is an explorative elaborated novel
overview of categories and design patterns that
advance our understanding of how specific design
features facilitate human-AI cooperation.</p>
      <p>This research illustrates that reaching a high
level of NPC believability is a difficult mission. It
involves elements such as goals, proper reaction
abilities, non-verbal communication [9], emotion
and social-emotional cognition [10], dynamic
dialogues [20], adapting to the player [21], and the
quest for more meaningful interaction [22]. The
study discovers that several clusters exist, such as
feedback mechanisms that aim to influence player
behavior or approaches of mutual learning.</p>
      <p>To the best of our knowledge, this research is
the first work to holistically investigate NPC
learning processes in video games. The systematic
screening of the existing body of knowledge
reveals that learning can occur on several levels:
a) NPCs being either directly responsible for it by
triggering emotions or allowing for
perspectivetaking, stimulating, or teaching humans, b) NPCs
learning based on human behaviors and
gameplay, c) inter-domain and cross-domain
learning with NPCs learning from fellow bots.</p>
      <p>Our study adds to previous research in several
ways: Firstly, this study can offer new pathways
for developing more compelling NPC characters
in games and serious games. We recommend that
designers actively embed NPC feedback
elements, including direct/delayed feedback or
NPC-PC co-creation. These features are shown to
be powerful in influencing people’s
decisionmaking and behaviors [31]. Consequently, game
designers should diversify and enrich their
NPCPC interactions through timely feedback,
emotional-triggering elements, and by increasing
the unpredictability through unforeseen actions
and plot twists.</p>
      <p>Secondly, the results reveal novel approaches
to human-AI cooperation and can offer practical
guidance for software developers of AI-based
solutions. For instance, the review identified that
certain aspects of NPC design have already been
implemented in human-robot interaction with
positive outcomes (cf. [31]). Furthermore, the
presented design patterns can guide the design of
future AI systems outside games. For instance,
designers of AI systems could implement aspects
of perspective switching with an AI system, as
shown to be promising in NPC design by [51].
Further, design patterns such as the active design
of perceivable vulnerable AI, reinforcing players’
learning processes through deliberately triggering
emotions, or actively confronting users with the
reasoning behind an AI’s decision-making could
guide future AI design for supporting human-AI
cooperation.</p>
      <p>Thirdly, we found that NPC design
increasingly employs various patterns related to
an AI’s learning from the player behavior. This
trend is illustrated through 23 empirical papers in
which NPC learning is triggered by human
gameplay. The corresponding approaches can
also be very valuable in gamification design. They
could guide future research on further
personalization of gamification which is required
to prevent a one-size-fits-all approach [86].
Applying NPC learning approaches in
gamification may support personalized need
satisfaction and increase the effectiveness of
gamification for various target groups.</p>
      <p>Further, our results reveal several
shortcomings in the current body of knowledge
that could guide further research in this field:
1. Future studies should empirically
investigate the effects of single design
patterns. The isolated consideration is
important to assess the applicability as well as
the actual effectiveness of the identified
patterns.
2. Also, gamification research has largely
overlooked applying NPC designs in
nongame contexts [87]. Future research should
develop empirically evaluated frameworks
that can guide scientists and practitioners in
further leveraging the potentials of NPC
design outside games.</p>
    </sec>
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