The Tower: Design of Distinct AI Personalities in Stealth-Based Games Modeling personalities with believable and consistent behaviour for NPCs in games using stealth gameplay style

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Computer games using stealth situations for defining their gameplay often rely on modeling an immersive, yet exploitable non-player character behaviour. Traditionally, the aim of the design of such a behaviour is to provide players with memorable behaviour patterns of the in-game agents in order to facilitate the means of devising strategies used by players to finish the game levels. Although certain behaviours for the agents are usually designed to make them reactive to environment events, it is not common for commercial game titles to include the reactions based on distinct personality traits of the agents. As a part of the thesis, we research game industry methods for creation of AI agents in games. Furthermore, we explore a research in the area of modelling autonomous agents with distinct personalities. We apply these concepts to design and implement a playable game prototype, including models of AI agents with distinct personalities and perform several play-tests. From the outcome of the process, we formulate guidelines for designing distinct personalities with believable and consistent behaviour for NPCs in games using stealth gameplay style.

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stealth gameplay, games research, AI, NPC, autonomous agents, personality modeling, thesis

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