Generating ambient behaviors in computer role-playing games

  • Authors:
  • Maria Cutumisu;Duane Szafron;Jonathan Schaeffer;Matthew McNaughton;Thomas Roy;Curtis Onuczko;Mike Carbonaro

  • Affiliations:
  • Department of Computing Science, University of Alberta, Canada;Department of Computing Science, University of Alberta, Canada;Department of Computing Science, University of Alberta, Canada;Department of Computing Science, University of Alberta, Canada;Department of Computing Science, University of Alberta, Canada;Department of Computing Science, University of Alberta, Canada;Department of Educational Psychology, University of Alberta, Canada

  • Venue:
  • INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
  • Year:
  • 2005

Quantified Score

Hi-index 0.00

Visualization

Abstract

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.