A Theory of Fun for Game Design
A Theory of Fun for Game Design
Swarming for Games: Immersion in Complex Systems
EvoWorkshops '09 Proceedings of the EvoWorkshops 2009 on Applications of Evolutionary Computing: EvoCOMNET, EvoENVIRONMENT, EvoFIN, EvoGAMES, EvoHOT, EvoIASP, EvoINTERACTION, EvoMUSART, EvoNUM, EvoSTOC, EvoTRANSLOG
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In modern Massively Multiplayer Online Games, Non Playing Characters (NPCs) moving on the battlefield play a key role in term of user experience: many time players are required -- alone or in groups -- to fight or avoid them in order to progress in experience. Unfortunately, standard NPCs behavior, i.e., patrolling between rally points, does not put a significant challenge to players once its deterministic movement pattern is discovered. This paper addresses the problem of defining a smart, more challenging, and natural movement model for NPCs.