Crosston Tavern: Modulating Autonomous Characters Behaviour through Player-NPC Conversation

Elisabeth Oliver, Michael Mateas
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引用次数: 1

Abstract

NPCs (Non-Player Characters) are a staple of video games, filling all kinds of supporting roles. This work seeks to flip that paradigm and place the player in the role of support for the goals of a small collection of NPCs enabling a new kind of AI-driven gameplay. Built on a world simulation where NPCs can take action according to their goals and knowledge of the world state and a conversation space in which the NPC is able to report their actions and exchange information with the player, this prototype AI-based game design explores a new player-NPC interaction in which player conversational actions indirectly influence the NPC simulation. In this paper we discuss the architecture, provide a design postmortem, and report the results of play testing.
Crosston酒馆:通过玩家- npc对话调节自主角色的行为
npc(非玩家角色)是电子游戏的主要组成部分,扮演着各种配角。这款游戏试图颠覆这一模式,将玩家置于支持一小部分npc目标的角色中,从而创造一种全新的ai驱动游戏玩法。基于世界模拟,NPC可以根据自己的目标和对世界状态的了解采取行动,NPC可以在对话空间中报告自己的行动并与玩家交换信息,这款基于ai的原型游戏设计探索了一种新的玩家-NPC互动方式,玩家的对话行为间接影响NPC模拟。在本文中,我们将讨论该架构,提供设计事后分析,并报告游戏测试的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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