Breaking immersion by creating social unbelievabilty
2013 (English)Conference paper (Refereed)
For the last 20 years, computer games and virtual worlds have made great advances when it comes to audiovisual fidelity. However, this alone is not sufficient to make the games seem believable -- the game world must also seem to be alive. In order to accomplish this, the world must be populated by realistic characters who behave in a coherent and varied way. Many game developers seem to realize this, and the capacity of the artificial intelligence controlled non-player characters in the games are often large selling points. However, as pointed out by recent research these opponents do not always exhibit realistic, coherent and varied behaviour. We have examined this phenomenon by analysing a number of games where non-player characters are especially important for the players' enjoyment, and established six anti-heuristics that can be used to identify non-desirable behaviour in non-player characters.
Place, publisher, year, edition, pages
The Society for the Study of Artificial Intelligence and the Simulation of Behaviour , 2013.
Research subject Computer and Systems Sciences
IdentifiersURN: urn:nbn:se:su:diva-97712ISBN: 978-1-908187-36-9OAI: oai:DiVA.org:su-97712DiVA: diva2:679942
AISB (the Society for the Study of Artificial Intelligence and Simulation of Behaviour) Annual Convention 2013, University of Exeter, UK, April 3-5 2013
The paper was presented at the workshop "Social Coordination: Principles, Artifacts and Theories".2013-12-172013-12-172014-01-03Bibliographically approved