Deadly Banquet Creating believable non-player characters

dc.contributor.authorSUNDLING, JOAKIM
dc.contributor.authorAXELSSON, GUSTAV
dc.contributor.authorNILSSON, HAMPUS
dc.contributor.authorDAHLÉN, TOM
dc.contributor.authorWIBERGH, KARIN
dc.contributor.authorCARLSSON, MATHIAS
dc.contributor.departmentGöteborgs universitet/Institutionen för data- och informationsteknikswe
dc.contributor.departmentUniversity of Gothenburg/Department of Computer Science and Engineeringeng
dc.date.accessioned2016-11-15T08:44:25Z
dc.date.available2016-11-15T08:44:25Z
dc.date.issued2016-11-15
dc.description.abstractNPCs (non-player characters) in computer games are often very predictable and obviously artificial, which might be the result of developers devoting more resources to maintaining high-end graphics instead of creating believable NPCs. With the graphics available today already being very realistic, upgrading the AI (artificial intelligence) controlling the NPCs could be one way of creating a game that differs from the rest. This report documents the development of a game called Deadly Banquet, a murder mystery which focuses on the interaction between the player and the NPCs. All necessary building blocks for the AI which controls the NPCs are described, as well as the components for making the game framework. Further, diverse definitions of believability are discussed and an overview of methods for evaluating them is presented. Conclusions drawn from the project indicate the need for extensive memories for each NPC. They also indicate that using relations between NPC:s in decision-making could enhance their believability.sv
dc.identifier.urihttp://hdl.handle.net/2077/49469
dc.language.isoengsv
dc.setspec.uppsokTechnology
dc.titleDeadly Banquet Creating believable non-player characterssv
dc.typetext
dc.type.degreeStudent essay
dc.type.uppsokM2

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