Behavioural reactive agents to define personality traits in the videogame Überpong

  • Authors:
  • Carlos Delgado-Mata;Jesus Ibáñez-Martínez;Felipe Gómez-Caballero;Oscar Miguel Guillén-Hernández

  • Affiliations:
  • Nibbo Studios, Aguascalientes, México and Universidad Panamericana, Aguascalientes, CP, México;Department of Technology, University Pompeu Fabra, Barcelona, Spain;Universidad Panamericana, Aguascalientes, CP, México;Nibbo Studios, Aguascalientes, México

  • Venue:
  • Transactions on edutainment I
  • Year:
  • 2008

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Abstract

Nowadays, the video gaming experience is shifting from merely realistic to believable. The increasing graphic power of current graphic cards has made it possible to render near life-like images. Unfortunately, the behaviour of the computer driven player and non-playing characters is often poor when compared to their visual appearance. In this sense, there has been a recent interest in improving the video gaming experience with novel Artificial Intelligence (AI) techniques. This paper presents a robotics inspired behavioural AI technique to simulate characters' personalities in a multi-award winning commercial video game. Furthermore, the paper describes a study with users.