Improving the Believability of Non-Player Characters in Simulations
- DOI
- 10.2991/agi.2009.22How to use a DOI?
- Abstract
In recent years the video game industry has experienced rapid expansion developing virtual environments that accurately mimic a real-world setting. However, the industry almost entirely relies on finite state machines for deploying computer-controlled characters within these environments. This has resulted in simulated inhabitants that lack the same degree of believability as their surroundings. As part of this research a simulation was developed using Java in which an agent was placed. In a survey students were asked to rank the believability of different artificial intelligence techniques employed by the simulation. The genetic algorithm developed for this simulation provided for an agent whose decisions were more believable than the decisions generated by a finite state machine or random selection process.
- Copyright
- © 2009, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Jere D. Miles AU - Rahman Tashakkori PY - 2009/06 DA - 2009/06 TI - Improving the Believability of Non-Player Characters in Simulations BT - Proceedings of the 2nd Conference on Artificial General Intelligence (2009) PB - Atlantis Press SP - 98 EP - 99 SN - 1951-6851 UR - https://doi.org/10.2991/agi.2009.22 DO - 10.2991/agi.2009.22 ID - Miles2009/06 ER -