Analyzing the social dynamics of non-player characters
2014 (English)In: 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, 173-187 p.Conference paper (Refereed)
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.
Place, publisher, year, edition, pages
Berlin: Springer, 2014. 173-187 p.
, Lecture Notes in Computer Science, ISSN 0302-9743 ; 8264
Information Systems, Social aspects
Research subject Computer and Systems Sciences
IdentifiersURN: urn:nbn:se:su:diva-97199DOI: 10.1007/978-3-319-04954-0_21ISI: 000341131500021ISBN: 978-3-319-04953-3ISBN: 978-3-319-04954-0OAI: oai:DiVA.org:su-97199DiVA: diva2:676243
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