In recent years we have been observing an increasing adoption of artificial intelligence in video games. With the increasing availability of powerful hardware and advanced algorithms, we can now scale up the quality of the AI available to every Non Playing Character (NPC). Despite this increased quality, every NPC can get predictable with time and game designers are struggling to provide variety in games where many NPCs are present. Designing a specific, and unique, AI for every NPC can be a very time and resource consuming task. In this paper we propose GENIE (Genes Driven Decision Tree) as a tool to support game designers in the creation of a wide variety of behaviours. With GENIE, it is possible to define an NPC behaviour in term of internal parameters representing its state.

Adding variety in NPCs behaviour using emotional states and genetic algorithms: The GENIE project / F. Agliata, M. Bertoli, L.A. Ripamonti, D. Maggiorini, D. Gadia - In: 20th International Conference on Intelligent Games and Simulation, GAME-ON 2019[s.l] : EUROSIS, 2019. - ISBN 9789492859082. - pp. 45-49 (( Intervento presentato al 20. convegno International Conference on Intelligent Games and Simulation tenutosi a Breda nel 2019.

Adding variety in NPCs behaviour using emotional states and genetic algorithms: The GENIE project

L.A. Ripamonti;D. Maggiorini;D. Gadia
2019

Abstract

In recent years we have been observing an increasing adoption of artificial intelligence in video games. With the increasing availability of powerful hardware and advanced algorithms, we can now scale up the quality of the AI available to every Non Playing Character (NPC). Despite this increased quality, every NPC can get predictable with time and game designers are struggling to provide variety in games where many NPCs are present. Designing a specific, and unique, AI for every NPC can be a very time and resource consuming task. In this paper we propose GENIE (Genes Driven Decision Tree) as a tool to support game designers in the creation of a wide variety of behaviours. With GENIE, it is possible to define an NPC behaviour in term of internal parameters representing its state.
Games; Artificial Intelligence; NPC Behaviour; Genetic Algorithms
Settore INF/01 - Informatica
2019
EUROSIS
Ghent University
Godan
University of Skovde
University of Zilina
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/698363
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