{"title":"改进现代数字游戏中同伴的行为和决策","authors":"Jonathan Tremblay","doi":"10.1609/aiide.v9i6.12602","DOIUrl":null,"url":null,"abstract":"\n \n Non-player character companions in video games should cooperate with players, understand them, and follow their lead during gameplay. In current games, however, companions tend to exhibit mainly static behaviours, and rarely live up to player expectations. In general, our work is aimed at improving this situation, developing both techniques and tools which allow companion NPCs to behave more appropriately, respecting player preferences and offering a more immersive gameplay for players.\n \n","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"23 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Improving Behaviour and Decision Making for Companions in Modern Digital Games\",\"authors\":\"Jonathan Tremblay\",\"doi\":\"10.1609/aiide.v9i6.12602\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"\\n \\n Non-player character companions in video games should cooperate with players, understand them, and follow their lead during gameplay. In current games, however, companions tend to exhibit mainly static behaviours, and rarely live up to player expectations. In general, our work is aimed at improving this situation, developing both techniques and tools which allow companion NPCs to behave more appropriately, respecting player preferences and offering a more immersive gameplay for players.\\n \\n\",\"PeriodicalId\":249108,\"journal\":{\"name\":\"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment\",\"volume\":\"23 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-06-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1609/aiide.v9i6.12602\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1609/aiide.v9i6.12602","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Improving Behaviour and Decision Making for Companions in Modern Digital Games
Non-player character companions in video games should cooperate with players, understand them, and follow their lead during gameplay. In current games, however, companions tend to exhibit mainly static behaviours, and rarely live up to player expectations. In general, our work is aimed at improving this situation, developing both techniques and tools which allow companion NPCs to behave more appropriately, respecting player preferences and offering a more immersive gameplay for players.