Adding Variety in NPCs Behaviour Using Emotions and Genetic Algorithms: the GENIE Project
Created by W.Langdon from
gp-bibliography.bib Revision:1.9039
- @Misc{CoG-19_paper_71,
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author = "Federica Agliata and Laura Anna Ripamonti and
Dario Maggiorini and Davide Gadia",
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title = "Adding Variety in {NPCs} Behaviour Using Emotions and
Genetic Algorithms: the {GENIE} Project",
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keywords = "genetic algorithms, genetic programming, Genes Driven
Decision Tree, GENIE, Games, Artificial Intelligence,
AI, NPC Behaviour, Non Playing Characte, FPS, First
Person Shooter, Stealth, Role-Playing Game, RPG,
Roguelike",
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URL = "
https://air.unimi.it/retrieve/handle/2434/698363/1817294/CoG-19_paper_71.pdf",
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size = "8 pages",
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abstract = "In recent years we have been observing an increasing
adoption of artificial intelligence in video games.
With the availability of increasingly powerful hardware
and advanced algorithms we can now scale up the quality
of the AI available to every Non Playing Character
(NPC). Thanks to this increased quality, NPCs can be
made very believable and able to convey a compelling
user experience. Despite this added quality and
complexity, every NPC can get predictable with time and
game designers are struggling to provide variety in
games where many NPCs are present. Designing a
specific, and unique, AI for every NPC can be a very
time and resource consuming task. we propose GENIE
(Genes Driven Decision Tree) as a tool to support game
designers in the creation of a wide variety of
behaviours. With GENIE, it is possible to define an NPC
behaviour in term of reactions to its internal
parameters. These parameters, in turn, are evaluated
and generated using a genetic algorithm. NPCs can then
evolve to different internal states and interact with
the player using each time a different behaviour.",
- }
Genetic Programming entries for
Federica Agliata
Laura Anna Ripamonti
Dario Maggiorini
Davide Gadia
Citations