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Efficient, Realistic NPC Control Systems using Behavior-Based Techniques

, , , and . Proc. AAAI 2002 Spring Sym. Series: Artificial Intelligence and Interactive Entertainment, Menlo Park, CA, USA, (2002)

Abstract

Computer games are an application in which the perception of intentionality is often more important than intentionality itself. Players often attribute more intelligence to non-player characters than is actually warranted. Therefore, rather than investing more AI complexity in the system, we propose an approach which refines the finite-state machine techniques already prevalent in commercially available games. Taking advantage of the similarities between robots and NPCs in dynamic environments, we describe an NPC control system called Ledgewalker that uses behavior-based techniques.

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