Generating Ambient Behaviors in Computer Role-Playing Games

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

  • Affiliations:
  • University of Alberta;University of Alberta;University of Alberta;University of Alberta;University of Alberta;University of Alberta;University of Alberta

  • Venue:
  • IEEE Intelligent Systems
  • Year:
  • 2006

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Abstract

Many computer games use custom scripts to control the ambient behaviors of nonplayercharacters. As a result, story authors mustwrite computer code for the game world'shundreds or thousands of NPCs. Creating entertaining, nonrepetitive NPC behaviors without investing substantial programming effort to write customized, nontrivial scripts is challenging.Current computer games have simplisticambient behaviors for NPCs; it's rare for suchcharacters to interact with each other. To address this, we developed a model that uses generative behavior patterns, which let authors quickly and reliably generate realistic andentertaining NPC scripts. The approach hasproven successful, even in the challenging area of creating interactions between NPCs.This article is part of a special issue oninteractive entertainment.