Automatic customization of non-player characters using players temperament

  • Authors:
  • Hector Gómez-Gauchía;Federico Peinado

  • Affiliations:
  • Depto. Ingeniería del Software e Inteligencia Artificial, Universidad Complutense de Madrid, Spain;Depto. Ingeniería del Software e Inteligencia Artificial, Universidad Complutense de Madrid, Spain

  • Venue:
  • TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
  • Year:
  • 2006

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Abstract

Believability is a basic requirement for non-player characters of videogames. Players enjoy characters with personalities that reflect human behavior, specially if those personalities combine well with players' temperaments. This paper explains a model for customizing automatically non-player characters (NPC) according to the players temperament, which is obtained before the game session. The model uses Case-Based Reasoning and Ontologies to adapt the behavior of a NPC, which is the companion of a player character in the described example.