角色扮演游戏中非玩家角色行为的文化模型

Luís Fernando Bicalho, B. Feijó, A. Baffa
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引用次数: 2

摘要

电子游戏玩家通常会通过非玩家角色(也就是npc)寻求更深刻的体验。可信的游戏角色应该有情感反应,揭示个性特征,并表现出社交行为。考虑到这些挑战,我们提出了一种不同的游戏角色行为建模策略。在我们的新方法中,角色行为建模不仅基于情感和个性特征,还基于NPC在游戏世界中所处地区的文化。我们提出了一个语用模型来模拟游戏角色的文化行为,该模型与众所周知的情感和人格模型密切相关。我们的目标是再现基于六个不同维度的文化行为:时间、财富、尊严、礼貌、集体主义和理性。我们建议将这些维度与信任(或信心)水平、偏见、个性和情感等概念整合起来。此外,我们通过开发一个实验性角色扮演游戏来测试所提出的模型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Culture Model for Non-Player Characters' Behaviors in Role-Playing Games
Video game players often seek more profound experiences with non-player characters (also known as NPCs). Believable game characters should then react emotionally, reveal personality traits, and exhibit social behavior. With these challenges in mind, we propose a different strategy for modeling game character behaviors. In our new approach, character behavior modeling is not only based on the emotions and personality traits but also on the culture of the region in which the NPC lives in the game world. We propose a pragmatic model to simulate game characters' cultural behavior closely aligned with well-known emotion and personality models. Our goal is to reproduce cultural behavior based on six different dimensions: time, wealth, dignity, politeness, collectivism, and rationality. We propose the integration of these dimensions with the concepts of trust (or confidence) level, prejudice, personality, and emotion. Also, we tested the proposed model by developing an experimental Role Playing Game.
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