Generating Ambient Behaviors In Computer Role-Playing Games

INTELLIGENT TECHNOLOGIES FOR INTERACTIVE ENTERTAINMENT, PROCEEDINGS(2006)

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摘要
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.
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关键词
artificial intelligence,authoring languages,computer animation,computer games,entertainment,humanities,interactive systems,user interfaces,NPC ambient behaviors,ScriptEase tool,artificial intelligence,computer role-playing games,custom scripts,game development cycle,game stories,high-level menu-driven programming model,nonplayer characters,ambient behavior,collaborative behavior,computer games,generative pattern,intelligent agents,nonplayer character,scripting language
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