ERA

Download the full-sized PDF of Generating Ambient Behaviours in Computer Role-Playing GamesDownload the full-sized PDF

Analytics

Share

Permanent link (DOI): https://doi.org/10.7939/R37659V5B

Download

Export to: EndNote  |  Zotero  |  Mendeley

Communities

This file is in the following communities:

Educational Psychology, Department of

Collections

This file is in the following collections:

Journal Articles (Educational Psychology)

Generating Ambient Behaviours in Computer Role-Playing Games Open Access

Descriptions

Author or creator
Cutumisu, Maria
Szafron, Duane
Schaeffer, Jonathan
McNaughton, Matthew
Roy, Thomas
Onuczko, Curtis
Carbonaro, Mike
Additional contributors
Subject/Keyword
Collaborative behavior
Scripting language
Non-player character
Generative pattern
Ambient behavior
Intelligent agents
Computer games.
Type of item
Journal Article (Published)
Language
English
Place
Time
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.
Date created
2006
DOI
doi:10.7939/R37659V5B
License information
© 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.
Rights

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

Source

Link to related item

File Details

Date Uploaded
Date Modified
Audit Status
Audits have not yet been run on this file.
Characterization
File format: pdf (Portable Document Format)
Mime type: application/pdf
File size: 1997260
Last modified: 2017:10:11 14:21:36-06:00
Filename: IEEEIS_21_5_19.pdf
Original checksum: afba5e6a7d8796d2033c5fa8915fe576
Well formed: true
Valid: true
File title: Microsoft Word - IEEEIntelligentSystems-45.doc
File author: Duane Szafron
Page count: 16
Activity of users you follow
User Activity Date