DOI QR코드

DOI QR Code

State based Context Awareness Method for Non-Player Character

자율 캐릭터를 위한 상태기반 상황인지 기법

  • 김형일 (나사렛대학교 멀티미디어학과)
  • Received : 2013.12.24
  • Accepted : 2014.01.15
  • Published : 2014.02.20

Abstract

The non-player character(NPC) either cooperates with the player character to proceed the game or fight against the game player. This paper proposes the context awareness method for the natural action control of the same NPC. The context awareness method analyzes the context information of the NPC that can be utilized in the current status and creates the actions which suit the current context automatically. The context awareness method analyzes the information value of the context elements of the NPC which occur in the current context and creates natural actions of the character by utilizing the analyzed context element information. In this experiment, average performance improved by 39% and by 8% in the context awareness method as compared to the rule-based method and information gain method, respectively.

자율 캐릭터는 게임에서 사용자 캐릭터와 협업하여 게임을 진행하거나, 사용자 캐릭터와 대전을 수행한다. 자율 캐릭터의 자연스러운 행동 제어를 위해, 본 논문에서는 상황인지 기법을 제안한다. 상황인지 기법은 자율 캐릭터의 현재 상태에서 활용할 수 있는 상황 정보를 분석한 후, 현재 상황에 맞는 행동을 자동 생성한다. 상황인지 기법은 자율 캐릭터의 현재 상황에서 발생하는 상황 요소의 정보 가치를 분석하고, 분석된 상황 요소 정보를 활용하여 캐릭터의 자연스러운 행동을 생성한다. 본 실험에서 상황인지 기법이 규칙기반 기법보다 평균 39%의 성능 향상을 나타냈고, 정보획득 기법보다는 평균 8%의 성능 향상을 나타냈다.

Keywords

References

  1. P. Khanal, "Design and development of a serious game for central line placement", Proc. of the 26th IEEE International Symposium on CBMS, pp.530-531, 2013.
  2. S. Lee and M. Kwon, "Classifying Digital Game Genres", Jour. of Korea Game Society, Vol.8, No.3, pp.3-14, 2008.
  3. S. Kurkovsky, "Work in progress: Evaluating the use of mobile game development in introductory CS courses", Proc. of the IEEE-FIE International Conference, pp.1-2, 2012.
  4. R. Koh, "Co-creativity fusions in interdisciplinary augmented reality game developments", Proc. of the IEEE International Symposium on ISMAR-AMH, pp.47-56, 2012.
  5. K. Noh, T. Lee, and S. Cho, "A Formal Study on Game Character Preference through Game User Classification", Jour. of Korea Game Society, Vol.7, No.4, pp.23-32, 2007.
  6. A. Tychsen, M. Hitchens, and T. Brolund, "Theoretical and Practical Computer Applications in Entertainment", Proc. of the ACM International Conference on IEC, pp.28-34, 2008.
  7. W. Tang and T. R. Wanl, "Intelligent Self -learning Characters for Computer Games", Proc. of the EGUK International Conference, pp.51, 2002.
  8. Y. Mishima, K. Fukuda, and H. Esaki, "An Analysis of Players and Bots Behaviors in MMORPG", Proc. of the 27th IEEE International Conference on AINA, Vol.3, No.1, pp.18-21, 2006.
  9. J. Oh, "Automatic Detection of Compromised Accounts in MMORPGs", Proc. of the International Conference on Social Informatics, 2012.
  10. J. Kawale, A. Pal, and J. Srivastava, "Churn Prediction in MMORPGs: A Social Influence Based Approach", Proc. of the International Conference on Computational Science and Engineering, 2009.
  11. T. Bosse and E. Zwanenburg, "Do Prospect- Based Emotions Enhance Believability of Game Characters? A Case Study in the Context of a Dice Game", IEEE Transactions on Affective Computing, Vol.6, No.1, pp.21-29, 2013.
  12. A. Petrenko, "Testing from Partial Deterministic FSM Specifications", IEEE Transactions on Computers, Vol.54, No.9, pp.1154-1165, 2005. https://doi.org/10.1109/TC.2005.152
  13. M. Borowczak and R. Vemuri, "S*FSM: A Paradigm Shift for Attack Resistant FSM Designs and Encodings", Proc. of the IEEE International Conference on BioMedCom, 2012.
  14. B. M. Namee and P. Cunningham, "A Proposal for an Agent Architecture for Proactive Persistent Non Player Characters", Proc. of the 12th IRISH International Conference on AI and Cognitive Science, 2001.
  15. G. Robert, P. Portier, and A. Guillot, "Classifier Systems As 'ANIMAT' Architectures For Action Selection In MMORPG", Proc. of the 3th International Conference on Intelligent Games and Simulation, 2002.
  16. M. Mateas and A. Stern, "A Behavior language for story-based believable agents", IEEE Transactions on Intelligent Systems, Vol. 17, No. 4, 2002.
  17. M. Delap, "Is runtime verification applicable to cheat detection?", Proc. of the ACM SIGCOMM International Conference on NGN, 2004.
  18. Y. Feng, T. Teng, and A. Tan, "Modelling situation awareness for Context-aware Decision Support", Expert Systems with Applications Vol.36, pp.455-463, 2009. https://doi.org/10.1016/j.eswa.2007.09.061
  19. B. Lee, C. Park, J. Kim, S. Youk, and K. Ryu, "An Intelligent NPC Framework for Context Awareness in MMORPG", Proc. of the International Conference on Convergence and Hybrid Information Technology, pp.190-195, 2008.
  20. H. Kim, D. Shin, D. Shin, S. Kim, and M. Lee, "Design of Physics Engine based on Context-Awareness for Mobile 3D Racing Game", Proc. of Korean Society for Internet Information, pp.121-125, 2010.
  21. R. Tibshirani and G. Walther, "Cluster Validation by Prediction Strength", Jour. of Computational and Graphical Statistics, Vol.14, No.3, pp.511-528, 2005. https://doi.org/10.1198/106186005X59243