Modeling Self-Adapting and Multicultural Non-Player Characters in Artificial Worlds

Samuel Marin

Modeling the behavior of Non-Player Characters (NPCs) so that they can act properly in an artificial world is a difficult, yet essential task in the development of modern computer games, often requiring never- ending adjustments of handwritten rules in a way to enable NPCs to perform well in the game world. This pa- per introduces an evolutionary method relying on high-level rule-based behaviors, genetic algorithms and speciation. By interconnecting these three areas, we pro- pose a technique that has the potential to provide multicultural NPCs with the ability to adapt themselves to an artificial world.


This page is copyrighted by AAAI. All rights reserved. Your use of this site constitutes acceptance of all of AAAI's terms and conditions and privacy policy.