Intelligent agents in computer games
AAAI '99/IAAI '99 Proceedings of the sixteenth national conference on Artificial intelligence and the eleventh Innovative applications of artificial intelligence conference innovative applications of artificial intelligence
Human Cognition and Social Agent Technology
Human Cognition and Social Agent Technology
Human-Level AI's Killer Application: Interactive Computer Games
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Emergent Design: Serendipity in Digital Educational Games
VMR '09 Proceedings of the 3rd International Conference on Virtual and Mixed Reality: Held as Part of HCI International 2009
Improving believability of simulated characters
Journal of Computing Sciences in Colleges
Combining influence maps and cellular automata for reactive game agents
IDEAL'05 Proceedings of the 6th international conference on Intelligent Data Engineering and Automated Learning
When a video game transforms to mobile phone controlled team experience
Proceeding of the 16th International Academic MindTrek Conference
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Game developers and researchers aim to model human behaviour in order to create more engaging, entertaining and satisfying artificial characters for computer games. It is a popular belief that intelligent behaviour is the key to creating better game AI. However, as yet there is no empirical evidence to support this theory or to indicate whether other attributes, such as social interaction, realistic behaviour and communication, should also be considered. This study aimed to find out which attributes people desire in team members and opponents in computer games. The study employed a questionnaire, administered to a group of university students, directed towards ascertaining the importance of different aspects of player behaviour in games. It was found that there are two different, non-homogenous groups, each with separate needs and wants that game developers should consider. Firstly, it was found that people who prefer playing computer games with other humans tend to value intelligent behaviour and social interaction more than people who prefer computer players. Secondly, it was found that people who prefer computer players do so for convenience, practice and a preference for games that can only be played individually. It is recommended that games developers should aim to model intelligent behaviour for the first group and that the second group require an in-game learning environment for skill-development.