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http://dx.doi.org/10.14400/JDPM.2014.12.1.555

Implementation of NPC Artificial Intelligence Using Agonistic Behavior of Animals  

Lee, MyounJae (Division of Information & Communication, BaekSeok University)
Publication Information
Journal of Digital Convergence / v.12, no.1, 2014 , pp. 555-561 More about this Journal
Abstract
Artificial intelligence in the game is mainly used to determine patterns of behavior of NPC (Non Player Character) and the enemy, path finding. These artificial intelligence is implemented by FSM (Finite State Machine) or Flocking method. The number of NPC behavior in FSM method is limited by the number of FSM states. If the number of states is too small, then NPC player can know the behavior patterns easily. On the other hand, too many implementation cases make it complicated. The NPC behaviors in Flocking method are determined by the leader's decision. Therefore, players can know easily direction of movement patterns or attack pattern of NPCs. To overcome these problem, this paper proposes agonistic behaviors(attacks, threats, showing courtesy, avoidance, submission)in animals to apply for the NPC, and implements agonistic behaviors using Unity3D engine. This paper can help developing a real sense of the NPC artificial intelligence.
Keywords
Artificial Intelligence; NPC AI; Agonistic Behavior; Animal Behavior; Unity3D;
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Times Cited By KSCI : 1  (Citation Analysis)
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