DocumentCode
3726768
Title
Artificial society generation for modern video games
Author
Bryan Sarlo;Michael Katchabaw
Author_Institution
Department of Computer Science, The University of Western Ontario, London, Ontario, Canada
fYear
2015
Firstpage
1
Lastpage
8
Abstract
Video games have long had a need for realistic non-player characters or agents driven by some form of artificial intelligence. Recently, researchers and developers have spent considerable effort towards creating more believable or humanlike agents by borrowing concepts from the social sciences. Agents that exist and function only in isolation, however, lack the connectedness typically associated with believability, and so there is a need for broader social context and community for agents. This paper presents an approach to generating a society of believable agents with human-like attributes and social connections. This approach allows agents to form various kinds of relationships with other agents in the society, and provides a basic form of shared or influenced attributes based on familial relationships. Our proposed method provides a solid foundation for artificial society generation, and a prototype implementation of this approach shows great potential for future work. As a modularized and parameterized framework, there are also many opportunities for extending the system or customizing it to the needs and requirements of a particular game or application.
Keywords
"Games","Sociology","Statistics","Data models","Engines","Production","Prototypes"
Publisher
ieee
Conference_Titel
Games Entertainment Media Conference (GEM), 2015 IEEE
Type
conf
DOI
10.1109/GEM.2015.7377236
Filename
7377236
Link To Document