Among the many uses of Artificial Intelligence techniques in video games, one particularly relevant from the perspective of the entertainment of the player is the ability to mimic believable behaviours in non-playing characters for first-person-shooter games. In our opinion, the solutions commonly adopted in the industry could be improved by simulating decision making under condition of incomplete information. To tackle this aspect, we propose a perspective approach that pairs behaviour trees to a simplified Publisher-Subscribers communication pattern.

Believable group behaviours for NPCs in FPS games / L.A. Ripamonti, S. Gratani, D. Maggiorini, D. Gadia, A. Bujari - In: Computers and Communications (ISCC), 2017 IEEE Symposium on[s.l] : IEEE, 2017. - ISBN 9781538616291. - pp. 12-17 (( Intervento presentato al Heraklion. convegno ISCC tenutosi a grc nel 2017 [10.1109/ISCC.2017.8024497].

Believable group behaviours for NPCs in FPS games

L.A. Ripamonti
Primo
;
D. Maggiorini;D. Gadia
Penultimo
;
2017

Abstract

Among the many uses of Artificial Intelligence techniques in video games, one particularly relevant from the perspective of the entertainment of the player is the ability to mimic believable behaviours in non-playing characters for first-person-shooter games. In our opinion, the solutions commonly adopted in the industry could be improved by simulating decision making under condition of incomplete information. To tackle this aspect, we propose a perspective approach that pairs behaviour trees to a simplified Publisher-Subscribers communication pattern.
Artificial Intelligence; video game; group behaviour; agents; First Person Shooter games (FPSs); game design
Settore INF/01 - Informatica
2017
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/526309
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