• DocumentCode
    2165352
  • Title

    Towards the design of a human-like FPS NPC using pheromone maps

  • Author

    Yahyavi, Amir ; Tremblay, Jonathan ; Verbrugge, Clark ; Kemme, Bettina

  • Author_Institution
    Sch. of Comput. Sci., McGill Univ., Montreal, QC, Canada
  • fYear
    2013
  • fDate
    23-25 Sept. 2013
  • Firstpage
    275
  • Lastpage
    282
  • Abstract
    Non-player characters (NPCs) in video games tend to be easily recognized by human players, reducing the sense of immersion and limiting the complexity of character interactions. In this paper we study various aspects of the NPCs performance and how it differs from human players. We provide categorization and metrics for quantifying some aspects of the NPCs performance and provide an in-depth analysis of the behavior of NPCs. We detail how movements, interactions, use of items, and relying on static decision-making schemes result in markedly different behaviors from humans in the popular FPS Quake III. In addition, we propose a framework relying on a special kind of influence map, a pheromone map, which can lead to a more adaptive human-like behavior. These maps can efficiently give a summary of the events in the game world, be adaptive in nature, and be effectively used in the decision making process of NPCs.
  • Keywords
    behavioural sciences computing; computational complexity; computer games; decision making; human computer interaction; FPS Quake III; adaptive human-like behavior; character interaction complexity limitation; human-like FPS NPC; immersion reduction; influence map; nonplayer characters; pheromone maps; static decision-making schemes; video games; Railguns; Weapons;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Games Innovation Conference (IGIC), 2013 IEEE International
  • Conference_Location
    Vancouver, BC
  • ISSN
    2166-6741
  • Print_ISBN
    978-1-4799-1244-5
  • Type

    conf

  • DOI
    10.1109/IGIC.2013.6659132
  • Filename
    6659132