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Analyzing the social dynamics of non-player characters
Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
2014 (Engelska)Ingår i: Frontiers in Gaming Simulation: 44th International Simulation and Gaming Association Conference, ISAGA 2013 and 17th IFIP WG 5.7 Workshop on Experimental Interactive Learning in Industrial Management. Revised Selected Papers / [ed] Sebastiaan A. Meijer, Riitta Smeds, Berlin: Springer, 2014, s. 173-187Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Much of the current research into artificial intelligence (AI) for computer games has been focused on simple actions performed by the characters in games (such as moving between points or shooting at a target, and other simple strategic actions), or on the overarching structure of the game story. However, we claim that these two separate approaches need to be bridged in order to fully realize the potential of enjoyment in computer games. As such, we have explored the middle ground between the individual action and the story – the type of behavior that occurs in a “scene” within the game. To this end we have established a new model for that can be used to discover in what ways a non-player character acts in ways that break the player’s feeling of immersion in the world.

Ort, förlag, år, upplaga, sidor
Berlin: Springer, 2014. s. 173-187
Serie
Lecture Notes in Computer Science, ISSN 0302-9743 ; 8264
Nationell ämneskategori
Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning
Forskningsämne
data- och systemvetenskap; människa-maskin-interaktion (MMI)
Identifikatorer
URN: urn:nbn:se:su:diva-97199DOI: 10.1007/978-3-319-04954-0_21ISI: 000341131500021ISBN: 978-3-319-04953-3 (tryckt)ISBN: 978-3-319-04954-0 (tryckt)OAI: oai:DiVA.org:su-97199DiVA, id: diva2:676243
Konferens
44th International Simulation and Gaming Association Conference, ISAGA 2013 and 17th IFIP WG 5.7 Workshop on Experimental Interactive Learning in Industrial Management, Stockholm, Sweden, June 24-28, 2013
Tillgänglig från: 2013-12-05 Skapad: 2013-12-05 Senast uppdaterad: 2017-10-18Bibliografiskt granskad
Ingår i avhandling
1. The Non-Player Character: Exploring the believability of NPC presentation and behavior
Öppna denna publikation i ny flik eller fönster >>The Non-Player Character: Exploring the believability of NPC presentation and behavior
2016 (Engelska)Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
Abstract [en]

Over the last few decades there has been immense growth in the video game industry, and we have seen great improvements in both graphics and audio. Unfortunately, the development of artificial intelligence (AI) and non-player characters (NPCs) has not proceeded at the same pace. Although there have undoubtedly been improvements, the field as a whole has lagged behind its siblings.

Many of the problems with NPCs stem from the fact that they do not achieve a sufficient level of believability, particularly in the social arena. This is primarily related to the fact that the NPCs do not behave in ways that align with the expectations of the player. This can lead to the player misunderstanding the role and purpose of the NPC, which damages the believability of the game. By extension, this lessens the enjoyment the player can derive from the game. Hence, it is imperative that the design of the NPC be in line with player expectations.

This thesis takes a holistic view of NPCs, encompassing their design, evaluation, and player perceptions. It uses a design science methodology, and primarily uses qualitative and interpretative methods. It will provide a description of the various types of NPCs found in games, what their design elements are, and how they are interpreted by players.

Ort, förlag, år, upplaga, sidor
Stockholm: Department of Computer and Systems Sciences, Stockholm University, 2016. s. 118
Serie
Report Series / Department of Computer & Systems Sciences, ISSN 1101-8526 ; 16-003
Nationell ämneskategori
Systemvetenskap, informationssystem och informatik
Forskningsämne
data- och systemvetenskap
Identifikatorer
urn:nbn:se:su:diva-128079 (URN)978-91-7649-379-3 (ISBN)
Disputation
2016-05-20, Aula NOD, NOD-huset, Borgarfjordsgatan 12, Kista, 13:00 (Engelska)
Opponent
Handledare
Anmärkning

At the time of the doctoral defense, the following papers were unpublished and had a status as follows: Paper 5: Manuscript. Paper 6: Manuscript.

 

Tillgänglig från: 2016-04-27 Skapad: 2016-03-17 Senast uppdaterad: 2018-01-10Bibliografiskt granskad

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Av författaren/redaktören
Johansson, MagnusStrååt, BjörnWarpefelt, HenrikVerhagen, Harko
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Institutionen för data- och systemvetenskap
Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning

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