Believability is a basic requirement for non-player characters of videogames. Players enjoy characters with personalities that reflect human behavior, specially if those personalities combine well with players’ temperaments. This paper explains a model for customizing automatically non-player characters (NPC) according to the players temperament, which is obtained before the game session. The model uses Case-Based Reasoning and Ontologies to adapt the behavior of a NPC, which is the companion of a player character in the described example.
CITATION STYLE
Gómez-Gauchía, H., & Peinado, F. (2006). Automatic customization of non-player characters using players temperament. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 4326 LNCS, pp. 241–252). Springer Verlag. https://doi.org/10.1007/11944577_25
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