A challenge faced by the video game industry is to develop believable and more intelligent Non-Playable Characters (NPCs). To tackle this problem a low-cost and simple approach has been proposed in this research, which is the development of a gossip virtual social network for NPCs. The network allows simple individual NPCs to communicate their knowledge amongst themselves. The communication within this social network is governed by social-psychological rules. These rules are categorized into four types: Contact, whether the NPC are within a contactable range of each other; Observation, whether the NPCs actually want to talk to each other based on their personal traits; Status, the current representation of the NPCs; and Relationships which determines the long term ties of the NPCs. Evaluations of the proposed gossip virtual social network was conducted, both through statistical analysis and a survey of real users. Highly satisfactory results have been achieved.
Justin PERRIE
Theoretical Game Development
Ling LI
Curtin University
The copyright of the original papers published on this site belongs to IEICE. Unauthorized use of the original or translated papers is prohibited. See IEICE Provisions on Copyright for details.
Copy
Justin PERRIE, Ling LI, "Building a Dynamic Social Community with Non Playable Characters" in IEICE TRANSACTIONS on Information,
vol. E97-D, no. 8, pp. 1965-1973, August 2014, doi: 10.1587/transinf.E97.D.1965.
Abstract: A challenge faced by the video game industry is to develop believable and more intelligent Non-Playable Characters (NPCs). To tackle this problem a low-cost and simple approach has been proposed in this research, which is the development of a gossip virtual social network for NPCs. The network allows simple individual NPCs to communicate their knowledge amongst themselves. The communication within this social network is governed by social-psychological rules. These rules are categorized into four types: Contact, whether the NPC are within a contactable range of each other; Observation, whether the NPCs actually want to talk to each other based on their personal traits; Status, the current representation of the NPCs; and Relationships which determines the long term ties of the NPCs. Evaluations of the proposed gossip virtual social network was conducted, both through statistical analysis and a survey of real users. Highly satisfactory results have been achieved.
URL: https://globals.ieice.org/en_transactions/information/10.1587/transinf.E97.D.1965/_p
Copy
@ARTICLE{e97-d_8_1965,
author={Justin PERRIE, Ling LI, },
journal={IEICE TRANSACTIONS on Information},
title={Building a Dynamic Social Community with Non Playable Characters},
year={2014},
volume={E97-D},
number={8},
pages={1965-1973},
abstract={A challenge faced by the video game industry is to develop believable and more intelligent Non-Playable Characters (NPCs). To tackle this problem a low-cost and simple approach has been proposed in this research, which is the development of a gossip virtual social network for NPCs. The network allows simple individual NPCs to communicate their knowledge amongst themselves. The communication within this social network is governed by social-psychological rules. These rules are categorized into four types: Contact, whether the NPC are within a contactable range of each other; Observation, whether the NPCs actually want to talk to each other based on their personal traits; Status, the current representation of the NPCs; and Relationships which determines the long term ties of the NPCs. Evaluations of the proposed gossip virtual social network was conducted, both through statistical analysis and a survey of real users. Highly satisfactory results have been achieved.},
keywords={},
doi={10.1587/transinf.E97.D.1965},
ISSN={1745-1361},
month={August},}
Copy
TY - JOUR
TI - Building a Dynamic Social Community with Non Playable Characters
T2 - IEICE TRANSACTIONS on Information
SP - 1965
EP - 1973
AU - Justin PERRIE
AU - Ling LI
PY - 2014
DO - 10.1587/transinf.E97.D.1965
JO - IEICE TRANSACTIONS on Information
SN - 1745-1361
VL - E97-D
IS - 8
JA - IEICE TRANSACTIONS on Information
Y1 - August 2014
AB - A challenge faced by the video game industry is to develop believable and more intelligent Non-Playable Characters (NPCs). To tackle this problem a low-cost and simple approach has been proposed in this research, which is the development of a gossip virtual social network for NPCs. The network allows simple individual NPCs to communicate their knowledge amongst themselves. The communication within this social network is governed by social-psychological rules. These rules are categorized into four types: Contact, whether the NPC are within a contactable range of each other; Observation, whether the NPCs actually want to talk to each other based on their personal traits; Status, the current representation of the NPCs; and Relationships which determines the long term ties of the NPCs. Evaluations of the proposed gossip virtual social network was conducted, both through statistical analysis and a survey of real users. Highly satisfactory results have been achieved.
ER -