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
Link To Document