Bots in Real Time Strategy games often play according to predefined scripts, which usually makes their behaviour repetitive and predictable. In this chapter, we discuss a notion of personality for an RTS bot and how it can be used to control a bot's behaviour. We introduce a personality system that allows us to easily create different personalities and we discuss how different components of the system can be identified and defined. The process of personality creation is based on several traits, which describe a general bot's characteristics. It allows us to create a wide variety of consistent personalities with the desired level of randomness, and, at the same time, to precisely control a bot's behaviour by enforcing or preventing certain strategies and techniques.
CITATION STYLE
Mańdziuk, J., & Szałaj, P. (2012). Creating a personality system for RTS bots. In Believable Bots: Can Computers Play Like People? (Vol. 9783642323232, pp. 231–264). Springer-Verlag Berlin Heidelberg. https://doi.org/10.1007/978-3-642-32323-2_10
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