Generating Ambient Behaviours in Computer Role-Playing Games
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Date
Citation for Previous Publication
Cutumisu, Maria, Szafron, Duane, Schaeffer, Jonathan, McNaughton, Matthew, Roy, Thomas, Onuczko, Curtis, & Carbonaro, Mike. (2006). Generating Ambient Behaviours in Computer Role-Playing Games. IEEE Intelligent Systems, 21(5), 19-27. http://dx.doi.org/10.1109/MIS.2006.92
Link to Related Item
http://dx.doi.org/10.1109/MIS.2006.92
Abstract
Description
Many computer games use custom scripts to control the ambient behaviors of non-player characters (NPCs). Therefore, a story writer must write fragments of computer code for the hundreds or thousands of NPCs in the game world. The challenge is to create entertaining and non-repetitive behaviors for the NPCs without investing substantial programming effort to write custom non-trivial scripts for each NPC. Current computer games have simplistic ambient behaviors for NPCs; it is rare for NPCs to interact with each other. In this paper, we describe how generative behavior patterns can be used to quickly and reliably generate ambient behavior scripts that are believable, entertaining and non-repetitive, even for the more difficult case of interacting NPCs. We demonstrate this approach using BioWare’s Neverwinter Nights game.
Item Type
http://purl.org/coar/resource_type/c_6501 http://purl.org/coar/version/c_970fb48d4fbd8a85
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License
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© 2006 Cutumisu, Maria, Szafron, Duane, Schaeffer, Jonathan, McNaughton, Matthew, Roy, Thomas, Onuczko, Curtis, & Carbonaro, Mike. This version of this article is open access and can be downloaded and shared. The original author(s) and source must be cited.
Language
en
