Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Emergence: from chaos to order
Emergence: from chaos to order
Social role awareness in animated agents
Proceedings of the fifth international conference on Autonomous agents
A Roadmap of Agent Research and Development
Autonomous Agents and Multi-Agent Systems
Artificial Intelligence: A Modern Approach
Artificial Intelligence: A Modern Approach
Programming Believable Characters for Computer Games (Game Development Series)
Programming Believable Characters for Computer Games (Game Development Series)
Artificial Intelligence For Computer Games: An Introduction
Artificial Intelligence For Computer Games: An Introduction
Chris Crawford on Interactive Storytelling (New Riders Games)
Chris Crawford on Interactive Storytelling (New Riders Games)
Better Game Characters by Design: A Psychological Approach (The Morgan Kaufmann Series in Interactive 3D Technology)
Socially intelligent reasoning for autonomous agents
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Explorations in player motivations: virtual agents
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
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This paper introduces a framework for emergent psychosocial behaviour in non player characters in video games. This framework uses concepts behind emergent gameplay to support the mechanics of designer-defined psychological and social concepts, undefined circumstances, and emergence. Based on this framework, a prototype system has been developed. This prototype has been evaluated for realistic emergent behaviour, and has been shown through experimentation to succeed in supporting emergent psychosocial behaviour. The work to date on the framework is encouraging and quite promising for continued work in this area in the future.