=Paper= {{Paper |id=Vol-3147/paper10 |storemode=property |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 |pdfUrl=https://ceur-ws.org/Vol-3147/paper10.pdf |volume=Vol-3147 |authors=Maximilian Wittmann,Benedikt Morschheuser |dblpUrl=https://dblp.org/rec/conf/gamifin/WittmannM22 }} ==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== https://ceur-ws.org/Vol-3147/paper10.pdf
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
Maximilian Wittmann1 and Benedikt Morschheuser1
1
    Friedrich-Alexander-Universität Erlangen-Nürnberg, Gamification & Digital Customer Engagement Research
    Group, Lange Gasse 20, Nürnberg, Germany

                 Abstract
                 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.

                 Keywords 1
                 Non-Player Characters, Human-AI Cooperation, Systematic Literature Review, Thematic
                 Synthesis, Artificial Intelligence, Design Patterns


1. Introduction                                                                                   papers elaborating on this topic. Despite this
                                                                                                  interest, we lack a clear understanding of how
                                                                                                  specific design aspects of AI systems can
    With the rise of Artificial Intelligence (AI) and
                                                                                                  optimize the human-AI cooperation and establish
increasingly autonomous machines, human-AI
                                                                                                  trust between humans and AI systems [1].
cooperation has received a surge in attention in
                                                                                                      One context where cooperation between
industry and academia. In areas as diverse as
                                                                                                  humans and AI appears to emerge effortlessly is
human-robot interaction, autonomous driving, or
                                                                                                  video games. Existing research demonstrated that
the assistance of humans in complex decision-
                                                                                                  specific game design features could engage
making with expert systems, seamless
                                                                                                  players in developing strong emotional
cooperation between humans and AI technologies
                                                                                                  relationships [2] with non-player characters
is decisive to enable society and businesses to
                                                                                                  (NPCs), support the perceived closeness, and
fully exploit AI’s benefits and potentials. The
                                                                                                  even build trust. Design knowledge and patterns
growing interest is reflected by a rise of research
                                                                                                  from game design and, in particular, NPC design

Proceedings of the 6th International GamiFIN Conference 2022
(GamiFIN 2022), April 26–29, 2022, Tampere, Finland
EMAIL: maximilian-wittmann@gmx.de (A. 1);
benedikt.morschheuser@fau.de (A. 2)
ORCID: 0000-0003-4042-7300 (A. 1);
0000-0002-7665-8971 (A. 2)
             ©️ 2022 Copyright for this paper by its authors. Use permitted under Creative
             Commons License Attribution 4.0 International (CC BY 4.0).

             CEUR Workshop Proceedings (CEUR-WS.org)




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can thus provide a hitherto scarcely explored              and players can compete or cooperate with NPCs;
treasure of knowledge for designing more                   however, humans can quickly become frustrated
effective human-AI collaboration outside of                with NPCs that show deviating, non-human-like
games. Lending elements from video games and               or predictable behaviors [12–16]. Recently
utilizing them in other contexts, such as AI               emerging developments in the field of advanced
systems, has become popular in recent years. This          AI pave the way towards more realistic NPCs and
trend is called gamification and refers to the use         thus more immersive gameplay [17, 18].
of design principles and features of games outside             Even though NPCs are prevalent in games and
traditional video game environments with the               interest in developing more robust NPCs [23] is
intention to afford similar experiences as in games        high, game research missed studying NPC design
and to influence behaviors [3].                            patterns in greater detail [24]. One recent work
    While various studies indicate, that game              investigates central design components of
design knowledge can help improve the design of            companions in video games [25], expanding a
AI systems, the bulk of the gamification research          design space proposed in [26]. While these
that has emerged over the past ten years missed to         contributions are relevant for this paper,
provide a structured overview of gamifying                 companions only resemble one category within
human-AI cooperation [4]. Therefore, this study            the broader class of NPCs. Evidently, there is a
aims at answering the research question:                   gap of systematic review papers that deal with
                                                           design patterns of NPCs. Current literature in
   Which design patterns facilitate effective              NPC design remains fragmented and little is
cooperation between NPCs and humans?                       known on how to transfer the insights gained from
                                                           NPCs to other non-game contexts. Different
   This paper’s major contribution is conducting           studies indicate, however, that game design
a systematic literature review and thematic                knowledge could optimize future human-AI
synthesis as well as investigating which patterns          cooperation and improve AI systems [32, 35].
game developers and designers exploit for                  Gamification research has overlooked to provide
building rich social interactions between NPCs             structured knowledge on the gamification of
and humans (i.e., player characters (PCs)). Our            human-AI cooperation thus far [4].
results are based on performing axial and selective
coding to derive subcategories and linkages                3. Research methodology
between the codes and summarize the current
body of knowledge in a systematic way. Finally,
                                                               In this paper, we present a systematic literature
we offer practical recommendations as to what AI
                                                           review on the topic guided by Webster and
software developers and experts in Human-
                                                           Watson [27]. The literature review has been
computer interaction can learn from the gaming
                                                           conducted on the Scopus database. The choice of
industry.
                                                           scientific database is justified by two reasons:
                                                           First, Scopus aggregates several relevant
2. Non-player characters in video                          databases such as ACM, IEEE, or Springer.
   games                                                   Second, the focus on one single scientific research
                                                           database allows a replicable process and thus
    The term NPC refers to any character found in          supports the rigor and objectivity of the procedure
a game not controlled by the players [5]. In many          [28].
games, players play with or against NPCs. NPCs                 We performed the literature search on August
are used to increase the believability of games and        26th in 2021, querying the Scopus database in the
a player’s immersion in the virtual game world             following manner: TITLE-ABS-KEY(NON-
[6–8]. Human players are keen to interact with             PLAYER CHARACTERS AND DESIGN*). The
realistic NPCs and research indicates that players         search yielded results focusing on non-player
can even establish strong relationships with NPCs          characters and any permutation of the term design.
[19].                                                      By carefully limiting the search to the metadata,
    In the last decades, game developers and               this approach enabled us to scan literature only for
designers have placed a primary focus on                   publications concentrating on our intended search
increasing NPC believability [11] and creating the         terms. The search resulted in 295 hits. Next, we
illusion of playing with human-like fellows. NPCs          performed several screening steps based on the
traditionally follow a deterministic AI behavior           following criteria to include only relevant papers:




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1) Removal of duplicates and false hits (-22                  4. Results
papers); 2) Abstract and title screening and
subsequent removal of papers with a focus not in              4.1. Descriptive information
line with the research question at hand (-77
papers); 3) Removal of papers not written in                     Out of the 174 reviewed full papers, 116 are
English (-4 papers); 4) Removal of papers that are            empirical studies. 72 papers contain empirical
not full papers (-17 papers) and 5) Papers that               results related to NPC design patterns and human-
cannot be acquired (-1 paper). This screening                 AI cooperation. 26 papers are conceptual or
process resulted in 174 full papers. Then, we                 present frameworks, methodologies, or models.
coded the works by accumulating information on                22 papers are reviews, while 14 studies introduce
bibliometric and descriptive information.                     preliminary results, describe systems, case studies
Subsequently, we applied thematic synthesis                   or prototypes. 113 papers fall into the domain
according to [29]. This approach was chosen as it             entertainment. The second largest category is
allows to investigate phenomena in qualitative                education with 46 papers. Seven papers belong to
data, such as prototype descriptions, and aims at             the domain of culture/history/ethics, four papers
generating implications for practice. This is in line         deal with medicine and health, and two papers
with our goal to encourage designers to draw                  belong to the domain engineering. The domains
inspiration from NPC design for improved                      sports and tourism each comprise one paper.
human-AI cooperation. The synthesis comprises
three stages:                                                 4.2.    Responsiveness of NPCs
    Free coding: A sample of ten articles was read
and reviewed. Inductive line-by-line coding led to               The structured review of previous research on
the identification of multiple design features.               NPC design reveals that the majority of the
Based on the number of papers in the dataset, we              empirical studies employ design patterns related
applied an additional second round of open coding             to the responsiveness of NPCs. In this field of
with five articles. Next we added codes to the                research, the most popular design features can be
fragments. The plausibility of this preliminary               clustered in features related to how NPCs provide
coding scheme was checked by carefully reading                feedback and are able to learn and respond.
all papers in the dataset. As a result, six additional        The design patterns in these categories aim
codes were added to prevent neglecting relevant               directly at facilitating more effective cooperation
design pattern subcategories.                                 between NPCs and human players.
    Construction of descriptive themes: The                      A total of 38 studies investigates or employs
obtained codes were iteratively compared. The                 NPC feedback mechanisms. Feedback has been
findings were synthesized and similarities as well            shown to be powerful in influencing people’s
as differences between the obtained codes, were               decision making [31] and bringing about behavior
identified. Descriptive themes were generated                 change. The review indicates that NPC feedback
through axial coding.                                         can further be divided into four thematic groups
    Development of analytical themes: We                      (as visible in Table 1): Direct feedback (e.g.,
reviewed the entire body of knowledge and                     [32]), delayed feedback (e.g., [33]), NPC-PC co-
mapped the content on the defined themes. All                 creation (e.g., [34, 35]), and persuasion of the
data was classified along with the following                  player (e.g., [31, 36]).
overarching themes: design patterns on (I) NPC                   In appropriate contexts, specific NPC
responsiveness, (II) appearance of NPCs, (III)                feedback seems to be able to serve as a stimulator
NPC communication patterns, (IV) emotional                    of curiosity or even an augmenter of human
aspects, (V) initiative of NPCs, and (VI) PC-NPC              creativity. For instance, Ali et al. [31] demonstrate
and NPC-NPC team structures. These analytical                 that NPCs designed as artistic playmates
themes comprised several subcategories and thus               providing creative feedback can increase kids’
resulted in a tree structure.                                 creativity compared to similar playmates, which
    In terms of the presentation of the results, we           provide less creative feedback. This type of
follow Paré’s assessment [30] and present the                 feedback is shown to significantly increase the
synthesized evidence mainly in tabular form.                  participant’s creativity and consequently
                                                              improves the quality of the human-AI
                                                              cooperation.




                                                         97
    29 studies indicate that especially three                              human gameplay (for example learning by
patterns related to feedback are highly relevant for                       demonstration, utilizing external hardware), and
achieving effective PC-NPC cooperation:                                    NPCs learning from fellow NPCs/AI (within or
assessment of player’s performance/progress (15                            outside the current domain).
studies), immediate feedback (11 studies) and                                  The generated overview reveals that while a
unpredictability (13 studies). Embedding socio-                            large diversity of approaches exists, several focus
emotional elements and unexpected moral                                    fields can be identified (cf. Table 2). For example,
questioning prompts can help augment NPC                                   only three papers [68, 72, 73] deal with inter- and
believability and the level of player immersion, as                        cross domain learning where NPCs can learn from
called for in [12, 13]. The insights of [42]                               fellow NPCs. This is probably because this
demonstrate that design features allowing players                          approach is quite new and complex to realize. The
to observe an NPC’s vulnerability and experience                           results of [72] and [73] indicate, however, that
its decision-making process first-hand can trigger                         minimizing the NPC’s learning and training times
reflection on the player’s side and increase the                           can lead to faster acceptance and the player can
emotional investment in the game. This can be                              exploit the NPC’s skill sooner and interact more
achieved through perspective switching exercises                           naturally. The empirical findings demonstrate the
that serve to confront a player with several daily                         benefits of this approach compared to scenarios
social dilemmas (such as stealing in a shop, being                         where a new NPC in a game cannot lend skills
bullied by peers) that NPCs face and make him                              from a fellow NPC and needs to be trained based
assess the NPC’s decision-making.                                          on human performance from scratch. For
                                                                           instance, inter-domain learning allows sharing of
Table 1                                                                    knowledge as well as prior experiences among
Coverage of patterns related to NPC feedback                               fellow NPCs within one domain. The second sub-
 Theme                                 Reference                           category is cross-domain learning. Studies [68,
 Direct feedback and instant                                               73] demonstrate that this design pattern can
 replies                                                                   facilitate the human-AI cooperation in the long
 ● Assessment      of    player’s      [32–46]
   performance/progress                                                    term because it allows NPCs to transfer their skills
 ● Open-ended or free-flowing          [33, 49]                            from one domain onto new fields and enable
   dialogue (PC-NPC | NPC-NPC)                                             NPCs with more general capabilities. This can
 ● Socio-moral decision making         [42, 50, 58–63]
 ● Immediate feedback                  [2, 26, 37–41, 44, 54–56]           positively influence trust of humans in NPC by
 Delayed feedback                                                          simulating human learning processes and creating
 ● Gradual        revealing       of   [33]                                a sense of likeness in terms of cognitive
   information                                                             capabilities. Inter-domain learning is particularly
 Persuade player and bring
 about change                                                              important in games that feature importing NPCs
 ● Evoking of strong emotional         [48, 50, 57–59]                     from one game to another. For instance, agents
   reactions                                                               that were trained on how to ride a bike could
 ● Embedding of elements of            [37, 59, 61, 62]
   surprise (e.g., humor, off-topic                                        explicitly utilize that knowledge for riding a
   remarks)                                                                motorcycle in a new context. However, the bulk
 ● Increasing of unpredictability      [34, 43, 44, 46, 48, 50, 58,
   (e.g.,    unexpected     actions,   62–67]                              of the empirical studies apply features that allow
   shocking of player)                                                     humans to learn from an NPC or vice versa. In the
 NPC-PC co-creation                                                        empirical papers, NPCs training has been
 ● Real-time corrections               [35]
 ● Augmentation       of     human     [31, 34, 59, 68]                    achieved through e.g., the usage of learning by
   creativity                                                              demonstration [35], optimization algorithms
 ● Triggering of curiosity             [31, 43, 64, 68–70]                 (such as Reinforcement Learning [81–84]), or
                                                                           Supervised Learning (e.g., Artificial Neural
    Moreover, this review indicates that the NPC’s                         Networks [78, 79]) approaches.
ability to learn and respond is crucial for                                    Several studies apply design patterns that
enhancing both the level of game immersion [51]                            enable NPCs to learn from human gameplay.
and the interestingness [71] of the PC-NPC                                 These approaches serve to create profiles of
interaction. 38 papers are dealing with this theme,                        human players and train for imitation (used in 11
as depicted in Table 2. This category can be                               papers), exploiting shared memories (used in 6
divided into three subcategories, differentiating                          papers), or utilizing external hardware (such as
between humans learning from AI/NPC (through                               EEG-based BCI devices [48], webcams or Kinect
social comparisons, switching perspectives, or                             systems [45], used in 4 papers) to capture
triggering emotions), NPCs learning based on                               movements and emotions in real time.



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    The review emphasizes that certain design                                  Moreover, several different communication
approaches are particularly suitable for supporting                        patterns are found: a) the applied modalities (such
humans to learn from their NPC counterparts. In                            as text-based, natural language or BCI), b)
7 studies, this is accomplished through either                             verbal/non-verbal communication enriched by
social comparison, confronting human players                               gestures, body language, levels of assertiveness,
with NPC decision-making, or deliberately                                  and c) the direction of communication (e.g., PC-
controlling the pace of the learning process (e.g.,                        NPC, NPC-NPC, PC-PC, see [31] and [56]). The
through inobtrusive buttons to deliberately call                           results indicate that lively conversations with
NPCs for help [69]). Three features, however, are                          references to real-world experiences [17] and
especially prominent in the reviewed studies:                              situations are more effective in terms of
perspective switching (7 studies), deliberately                            engagement and player enjoyment than non-
triggering emotions (6 studies), and monitoring                            interactive, pre-programmed NPC conversations.
and adapting difficulty levels (7 studies).                                    The category emotional aspects comprises
                                                                           patterns related to empathy, the power of narrative
Table 2                                                                    and backstories, embedding motivational
Coverage of patterns related to the ability to                             elements such as points, scores and leaderboards,
learn and respond                                                          humor/satire, and love [6, 26, 70]. This is visible,
 Theme                                 Reference                           for instance, in the study of Mallon and Lynch
 Humans learn from AI/NPC                                                  [62] that recommends integrating elements of
 ● Confronting human players with      [39, 44]
   NPC decision-making
                                                                           romantic relationships with NPCs to add an
 ● Application         of     social   [31–33, 50]                         additional dimension of human experience and
   comparison                                                              creating more intriguing PC-NPC partnerships.
 ● Control of the learning process     [69]
 ● Perspective switching with AI       [50, 65, 68, 69, 70, 82, 83]            Further, our data show that the NPC’s degree
 ● Reinforce learning by triggering    [36, 52, 59, 60, 71, 80]            of autonomy and personality traits are relevant
   of emotions                                                             design patterns we summarize as behavioral
 ● Monitoring of PC and adapting       [32, 37, 43, 45, 48, 69, 81]
   of difficulty level                                                     characteristics. These contain the degree of
 NPCs learn based on human                                                 involvement of an NPC in the PC’s game
 gameplay                                                                  experience and an NPC’s own agenda (cf. e.g.,
 ● Mimicking/Modeling of player        [24, 32, 37, 65–67, 70, 74–
   and striving for imitation          77]                                 [50, 52]). Creating unique NPCs and controlling
 ● Learning by demonstration           [31, 35]                            when and how they intervene are demonstrated to
 ● Taking advantage of external        [37, 38, 45, 48]                    be promising ways to increase the player’s
   hardware
 ● Exploitation of a (shared)          [2, 31, 56, 62, 81, 85]             curiosity and facilitate immersion [31, 44].
   memory                                                                      Lastly, the category PC-NPC and NPC-NPC
 NPCs learn from fellow                                                    team structures captures features related to the
 NPCs/AIs
 ● Inter-domain learning               [72, 73]                            team dynamics and the role of each actor in
 ● Cross-domain learning               [68, 72]                            sociotechnical systems. Our results indicate that
                                                                           NPCs that possess knowledge about previous
4.3.      Other NPC design categories                                      incidents and preferences of the player can more
                                                                           easily create a personalized game atmosphere.
                                                                           Through design patterns that allow NPCs to build
    The review highlights the importance of
                                                                           memories, a collection of relevant shared
responsiveness for facilitating effective NPC-PC
                                                                           experiences with the player are created. By taking
cooperation, which was reflected in the amount of
                                                                           advantage of this wealth of shared experiences
coverage across the studies. Nonetheless, this
                                                                           and proactively suggesting actions based on
review identifies five further categories with
                                                                           previous player preferences, the NPC comes
design features that can improve the human-AI
                                                                           across as a non-static and adaptable counterpart
interaction.
                                                                           [72]. This, in turn, serves to strengthen and mature
    Appearance comprises features related to
                                                                           the relationship with the player [56]. Additionally,
anthropomorphism, such as human likeness,
                                                                           taking turns with the human can create a more
customization, tone of voice, facial expression,
                                                                           captivating experience since the NPC’s reactions
and embodiment (cf. [38, 44]). The patterns of
                                                                           appear more natural and may remind the player of
this category can play a vital role in the
                                                                           human-human conversations. This pattern is
cooperation because the player’s perception of the
                                                                           especially useful in dialogues [38] or when
NPC highly affects the team dynamics [2].
                                                                           elaborating choices at decision points [44].




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5. Discussion                                           presented design patterns can guide the design of
                                                        future AI systems outside games. For instance,
                                                        designers of AI systems could implement aspects
    This study investigates design patterns of
                                                        of perspective switching with an AI system, as
NPCs that facilitate cooperation between NPCs
                                                        shown to be promising in NPC design by [51].
and human players in existing research. This adds
                                                        Further, design patterns such as the active design
to previous research in the field of companion
                                                        of perceivable vulnerable AI, reinforcing players’
design [25, 26] through a broader consideration of
                                                        learning processes through deliberately triggering
this relevant phenomenon. The study’s main
                                                        emotions, or actively confronting users with the
contribution is an explorative elaborated novel
                                                        reasoning behind an AI’s decision-making could
overview of categories and design patterns that
                                                        guide future AI design for supporting human-AI
advance our understanding of how specific design
                                                        cooperation.
features facilitate human-AI cooperation.
                                                            Thirdly, we found that NPC design
    This research illustrates that reaching a high
                                                        increasingly employs various patterns related to
level of NPC believability is a difficult mission. It
                                                        an AI’s learning from the player behavior. This
involves elements such as goals, proper reaction
                                                        trend is illustrated through 23 empirical papers in
abilities, non-verbal communication [9], emotion
                                                        which NPC learning is triggered by human
and social-emotional cognition [10], dynamic
                                                        gameplay. The corresponding approaches can
dialogues [20], adapting to the player [21], and the
                                                        also be very valuable in gamification design. They
quest for more meaningful interaction [22]. The
                                                        could guide future research on further
study discovers that several clusters exist, such as
                                                        personalization of gamification which is required
feedback mechanisms that aim to influence player
                                                        to prevent a one-size-fits-all approach [86].
behavior or approaches of mutual learning.
                                                        Applying NPC learning approaches in
    To the best of our knowledge, this research is
                                                        gamification may support personalized need
the first work to holistically investigate NPC
                                                        satisfaction and increase the effectiveness of
learning processes in video games. The systematic
                                                        gamification for various target groups.
screening of the existing body of knowledge
                                                            Further,     our     results  reveal     several
reveals that learning can occur on several levels:
                                                        shortcomings in the current body of knowledge
a) NPCs being either directly responsible for it by
                                                        that could guide further research in this field:
triggering emotions or allowing for perspective-
                                                            1. Future studies should empirically
taking, stimulating, or teaching humans, b) NPCs
                                                            investigate the effects of single design
learning based on human behaviors and
                                                            patterns. The isolated consideration is
gameplay, c) inter-domain and cross-domain
                                                            important to assess the applicability as well as
learning with NPCs learning from fellow bots.
                                                            the actual effectiveness of the identified
    Our study adds to previous research in several
                                                            patterns.
ways: Firstly, this study can offer new pathways
                                                            2. Also, gamification research has largely
for developing more compelling NPC characters
                                                            overlooked applying NPC designs in non-
in games and serious games. We recommend that
                                                            game contexts [87]. Future research should
designers actively embed NPC feedback
                                                            develop empirically evaluated frameworks
elements, including direct/delayed feedback or
                                                            that can guide scientists and practitioners in
NPC-PC co-creation. These features are shown to
                                                            further leveraging the potentials of NPC
be powerful in influencing people’s decision-
                                                            design outside games.
making and behaviors [31]. Consequently, game
designers should diversify and enrich their NPC-
PC interactions through timely feedback,                      6. References
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