Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Breaking immersion by creating social unbelievabilty
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
2013 (English)Conference paper, Published paper (Refereed)
Abstract [en]

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.
National Category
Information Systems
Research subject
Computer and Systems Sciences
Identifiers
URN: urn:nbn:se:su:diva-97712ISBN: 978-1-908187-36-9 (print)OAI: oai:DiVA.org:su-97712DiVA: diva2:679942
Conference
AISB (the Society for the Study of Artificial Intelligence and Simulation of Behaviour) Annual Convention 2013, University of Exeter, UK, April 3-5 2013
Note

The paper was presented at the workshop "Social Coordination: Principles, Artifacts and Theories".

Available from: 2013-12-17 Created: 2013-12-17 Last updated: 2014-01-03Bibliographically approved

Open Access in DiVA

No full text

Other links

http://social.path.sintelnet.eu/papers/paper%20Warpefelt

Search in DiVA

By author/editor
Warpefelt, HenrikStrååt, Björn
By organisation
Department of Computer and Systems Sciences
Information Systems

Search outside of DiVA

GoogleGoogle Scholar

isbn
urn-nbn

Altmetric score

isbn
urn-nbn
Total: 43 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf