Artigo Acesso aberto

Motivational Ambient and Latent Behaviors in Computer RPGs

2021; Volume: 3; Issue: 1 Linguagem: Inglês

10.1609/aiide.v3i1.18788

ISSN

2334-0924

Autores

Maria Cutumisu, Duane Szafron, Jonathan Schaeffer, Kevin Waugh,

Tópico(s)

Digital Games and Media

Resumo

Character behaviors in computer role-playing games have a significant impact on game-play, but are often difficult for game authors to implement and adapt. We present a behavior model that requires no manual script writing. In this model, behaviors can be interrupted and resumed, they can transition to other behaviors depending on game events, and they can be chosen based on motivations. We have extended the generative pattern approach of ScriptEase to support behaviors. We describe an implementation of this model that generates scripting code for a commercial game, Neverwinter Nights.

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