Crosston酒馆:通过玩家- npc对话调节自主角色的行为

Elisabeth Oliver, Michael Mateas
{"title":"Crosston酒馆:通过玩家- npc对话调节自主角色的行为","authors":"Elisabeth Oliver, Michael Mateas","doi":"10.1609/aiide.v17i1.18906","DOIUrl":null,"url":null,"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.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"4 1","pages":"179-186"},"PeriodicalIF":0.0000,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Crosston Tavern: Modulating Autonomous Characters Behaviour through Player-NPC Conversation\",\"authors\":\"Elisabeth Oliver, Michael Mateas\",\"doi\":\"10.1609/aiide.v17i1.18906\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":92576,\"journal\":{\"name\":\"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference\",\"volume\":\"4 1\",\"pages\":\"179-186\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-10-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1609/aiide.v17i1.18906\",\"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. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1609/aiide.v17i1.18906","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

摘要

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。
Crosston Tavern: Modulating Autonomous Characters Behaviour through Player-NPC Conversation
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信