This paper introduces a framework for emergent psychosocial behaviour in non player characters in video games. This framework uses concepts behind emergent gameplay to support the mechanics of designer-defined psychological and social concepts, undefined circumstances, and emergence. Based on this framework, a prototype system has been developed. This prototype has been evaluated for realistic emergent behaviour, and has been shown through experimentation to succeed in supporting emergent psychosocial behaviour. The work to date on the framework is encouraging and quite promising for continued work in this area in the future
Proceeding of: 13th International Conference, AIMSA 2008, Varna, Bulgaria, September 4-6, 2008This p...
Proceeding of: 13th International Conference, AIMSA 2008, Varna, Bulgaria, September 4-6, 2008This p...
Proceeding of: 13th International Conference, AIMSA 2008, Varna, Bulgaria, September 4-6, 2008This p...
Computer games with complex virtual worlds, which are populated by artificial characters and creatur...
When it comes to video games, immersion is key. All types of games aim to keep the player immersed i...
A number of recent, highly successful games have shown that there is a demand for the personalities,...
Abstract. Non-playable characters (or NPCs) in modern computer games are any characters in the gamin...
This thesis presents a fully integrated and modular framework for social and emotional game companio...
Abstract. The paper reports work to create believable autonomous Non Player Characters in Video game...
Proceeding of: IEEE Symposium on Computational Intelligence and Games 2009 (CIG-2009). Milano, Italy...
Proceeding of: IEEE Symposium on Computational Intelligence and Games 2009 (CIG-2009). Milano, Italy...
In both the game industry and the academic community, there have not been many attempts to create co...
This thesis presents a fully integrated and modular framework for social and emotional game companio...
This paper proposes a new perspective, based on the concept of social masks, for the simulation of a...
Believable characters significantly increase the immersion of users or players in interactive applic...
Proceeding of: 13th International Conference, AIMSA 2008, Varna, Bulgaria, September 4-6, 2008This p...
Proceeding of: 13th International Conference, AIMSA 2008, Varna, Bulgaria, September 4-6, 2008This p...
Proceeding of: 13th International Conference, AIMSA 2008, Varna, Bulgaria, September 4-6, 2008This p...
Computer games with complex virtual worlds, which are populated by artificial characters and creatur...
When it comes to video games, immersion is key. All types of games aim to keep the player immersed i...
A number of recent, highly successful games have shown that there is a demand for the personalities,...
Abstract. Non-playable characters (or NPCs) in modern computer games are any characters in the gamin...
This thesis presents a fully integrated and modular framework for social and emotional game companio...
Abstract. The paper reports work to create believable autonomous Non Player Characters in Video game...
Proceeding of: IEEE Symposium on Computational Intelligence and Games 2009 (CIG-2009). Milano, Italy...
Proceeding of: IEEE Symposium on Computational Intelligence and Games 2009 (CIG-2009). Milano, Italy...
In both the game industry and the academic community, there have not been many attempts to create co...
This thesis presents a fully integrated and modular framework for social and emotional game companio...
This paper proposes a new perspective, based on the concept of social masks, for the simulation of a...
Believable characters significantly increase the immersion of users or players in interactive applic...
Proceeding of: 13th International Conference, AIMSA 2008, Varna, Bulgaria, September 4-6, 2008This p...
Proceeding of: 13th International Conference, AIMSA 2008, Varna, Bulgaria, September 4-6, 2008This p...
Proceeding of: 13th International Conference, AIMSA 2008, Varna, Bulgaria, September 4-6, 2008This p...