Abstract
Many computer games use custom scripts to control the ambient behaviors of non-player characters (NPCs). Therefore, a story writer must write fragments of computer code for the hundreds or thousands of NPCs in the game world. The challenge is to create entertaining and non-repetitive behaviors for the NPCs without investing substantial programming effort to write custom non-trivial scripts for each NPC. Current computer games have simplistic ambient behaviors for NPCs; it is rare for NPCs to interact with each other. In this paper, we describe how generative behavior patterns can be used to quickly and reliably generate ambient behavior scripts that are believable, entertaining and non-repetitive, even for the more difficult case of interacting NPCs. We demonstrate this approach using BioWare’s Neverwinter Nights game.
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© 2005 Springer-Verlag Berlin Heidelberg
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Cutumisu, M. et al. (2005). Generating Ambient Behaviors in Computer Role-Playing Games. In: Maybury, M., Stock, O., Wahlster, W. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2005. Lecture Notes in Computer Science(), vol 3814. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11590323_4
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DOI: https://doi.org/10.1007/11590323_4
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-30509-5
Online ISBN: 978-3-540-31651-0
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