Towards the design of a human-like FPS NPC using pheromone maps

Amir Yahyavi, Jonathan Tremblay, Clark Verbrugge, Bettina Kemme
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引用次数: 1

Abstract

Non-player characters (NPCs) in video games tend to be easily recognized by human players, reducing the sense of immersion and limiting the complexity of character interactions. In this paper we study various aspects of the NPCs performance and how it differs from human players. We provide categorization and metrics for quantifying some aspects of the NPCs performance and provide an in-depth analysis of the behavior of NPCs. We detail how movements, interactions, use of items, and relying on static decision-making schemes result in markedly different behaviors from humans in the popular FPS Quake III. In addition, we propose a framework relying on a special kind of influence map, a pheromone map, which can lead to a more adaptive human-like behavior. These maps can efficiently give a summary of the events in the game world, be adaptive in nature, and be effectively used in the decision making process of NPCs.
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利用费洛蒙地图设计一个类似人类的FPS NPC
电子游戏中的非玩家角色(npc)往往很容易被人类玩家识别,从而降低了沉浸感并限制了角色互动的复杂性。在本文中,我们研究了npc表现的各个方面,以及它们与人类玩家的不同之处。我们提供了用于量化npc表现某些方面的分类和指标,并提供了对npc行为的深入分析。我们详细介绍了在流行的FPS《Quake III》中,移动、互动、道具的使用以及依赖静态决策方案是如何导致与人类截然不同的行为的。此外,我们提出了一个依赖于一种特殊影响图的框架,一种信息素图,它可以导致一种更具适应性的类人行为。这些地图可以有效地总结游戏世界中的事件,具有适应性,并有效地用于npc的决策过程。
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