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http://dx.doi.org/10.7583/JKGS.2014.14.5.127

An Artificial Intelligence Evaluation on FSM-Based Game NPC  

Lee, MyounJae (Division of Information & Communication, BaekSeok University)
Abstract
NPC in game is an important factor to increase the fun of the game by cooperating with player or confrontation with player. NPC's behavior patterns in the previous games are limited. Also, there is not much difference in NPC's ability among the existing games because it's designed to FSM. Therefore, players who have matched with NPCs which have the characteristics may have difficulty to play. This paper is for improving the problem and production and evaluation of the game NPC behavior model based on wolves hunting model in real life. To achieve it, first, the research surveys and studies behavior states for wolves to capture prey in the real world. Secondly, it is implemented using the Unity3D engine. Third, this paper compares the implemented state transition probability to state transition probability in real world, state transition probability in general game. The comparison shows that the number of state transitions of NPCs increases, proportions of implemented NPC behavior patterns converges to probabilities of state transition in real-world. This means that the aggressive behavior pattern of NPC implemented is similar to the wolf hunting behavior pattern of the real world, and it can thereby provide more player experience.
Keywords
Artificial Intelligence; Behavior Pattern of NPC; Hunting Model; Player Experience;
Citations & Related Records
Times Cited By KSCI : 3  (Citation Analysis)
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