Controlling NPC behavior using constraint based story generation system
2010
Modern technology has made it possible to instill greater realism in computer games; however, most of the current game environments still need to better reflect the real world. In particular, most Non-Playable Characters (NPCs) are limited by a restricted range of reactions within the playing parameters of the game, which can be boring for the players. As a result, the players may quickly lose their interest in the game; therefore, methods for both effectively generating and controlling behavior are indispensable. This research describes how NPCs can both adopt a wide variety of behaviors based on their ‘properties’ and ‘live in the game space’ regardless of the player “viewpoint” of the current scene in play. Based on our research, we have implemented a system which is written as markup language that generates the behaviors of NPCs. By evaluating the generated behaviors from our system, we verify that it has a positive effect in terms of the generation of better quality NPCs.
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