Reputation Systems for Non-Player Character Interactions Based on Player Actions

J. A. Brown, Jooyoung Lee, N. Kraev
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引用次数: 5

Abstract

In digital games there is an emphasis on the idea of quest completion; by completing a quest the character wins resources from the giver of the quest, they also will gain a reputation among the Non-Player Characters (NPCs) for its completion. However, this reputation currently propagates across the game world in an unrealistic manner; many NPCs will know of a completion of a quest many townships over without a narrative rationale. In this paper, we examine a method for allowing NPC interactions to spread reputation in a game world from an initial witness point of a quest completion to all other NPCs. This model is examined in a series of connected graphs: size five models, small world graphs, and graphs developed from digital games. Tests show that propagation of the information is highly dependent upon easily established properties of interactions, such as the graph regularity, average degree, and diameter. Further, real game graphs demonstrate that information generated in high population hubs can be propagated faster than that generated in smaller quests from outlying areas.
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基于玩家行为的非玩家角色互动的声誉系统
数字游戏强调任务完成的理念;通过完成任务,角色将从任务提供者那里获得资源,他们也将因完成任务而获得非玩家角色(npc)的声誉。然而,这种名声目前以一种不现实的方式在游戏世界中传播;许多npc将知道一个任务的完成,许多乡镇没有叙述的理由。在本文中,我们研究了一种允许NPC互动在游戏世界中传播声誉的方法,从任务完成的初始见证点到所有其他NPC。这个模型是通过一系列的连接图来检验的:大小为5的模型,小世界图,以及来自数字游戏的图。测试表明,信息的传播高度依赖于易于建立的相互作用属性,例如图的规则性、平均度和直径。此外,真实的游戏图表表明,在人口密集的中心产生的信息传播速度要快于在偏远地区的小任务中产生的信息。
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