Generating Ambient Behaviors in Computer Role-Playing Games
- Maria Cutimisu
- Duane Szafron, UofA CS
- Jonathan Schaeffer, Department of Computing Science, University of Alberta
- Matthew McNaughton, Dept. of Computing Science UofA
- Thomas Roy
- Curtis Onuczko
- Mike Carbonaro
May 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 teh game world. The challange 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 the NPCs; it is rare for NPCs to interact with each other. In this paper, we describe how generative behavior scripts that are more realistic, entertaining and non-repetitive, even for the more difficult case of interacting NPCs. We demostrate this approach using BioWare Corp.'s Neverwinter Nights game.
Citation
M. Cutimisu, D. Szafron, J. Schaeffer, M. McNaughton, T. Roy, C. Onuczko, M. Carbonaro. "Generating Ambient Behaviors in Computer Role-Playing Games". IEEE, 21(5), pp 19-27, January 2006.Keywords: | Ambient behavior, non-player character, intelligent agents, scripting language, generative pattern, collaborative behavior, computer games, machine learning |
Category: | In Journal |
BibTeX
@article{Cutimisu+al:IEEE06, author = {Maria Cutimisu and Duane Szafron and Jonathan Schaeffer and Matthew McNaughton and Thomas Roy and Curtis Onuczko and Mike Carbonaro}, title = {Generating Ambient Behaviors in Computer Role-Playing Games}, Volume = "21", Number = "5", Pages = {19-27}, journal = {}, year = 2006, }Last Updated: June 04, 2007
Submitted by Staurt H. Johnson