Nowadays, the video gaming experience is shifting from merely realistic to believable. The increasing graphic power of current graphic cards has made it possible to render near life-like images. Unfortunately, the behaviour of the computer driven player and non-playing characters is often poor when compared to their visual appearance. In this sense, there has been a recent interest in improving the video gaming experience with novel Artificial Intelligence (AI) techniques. This paper presents a robotics inspired behavioural AI technique to simulate characters' personalities in a multi-award winning commercial video game. Furthermore, the paper describes a study with users. © 2008 Springer-Verlag Berlin Heidelberg.
CITATION STYLE
Delgado-Mata, C., Ibáñez-Martínez, J., Gómez-Caballero, F., & Guillén-Hernández, O. M. (2008). Behavioural reactive agents to define personality traits in the videogame überpong. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 5080 LNCS, pp. 135–149). https://doi.org/10.1007/978-3-540-69744-2_12
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