National Repository of Grey Literature 3 records found  Search took 0.01 seconds. 
Belieavable decision making in large scale open world games for ambient characters
Plch, Tomáš ; Brom, Cyril (advisor)
] Title: Believable Decision Making in Large Scale Open World Games for Ambient Characters Author: Tomáš Plch Department / Institute: Department of Software and Computer Science Education Supervisor of the doctoral thesis: Mgr. Cyril Brom, Ph. D., Department of Software and Computer Science Education Abstract: Large scale open worlds for computer games are inhabited by populations of Non- Player Characters (NPC). Believability of these NPCs is key in presenting immersive gameplay to the player. Managing complexity of NPC behaviors is a fundamental game development problem. This thesis is focused on increasing believability of NPCs' behaviors by providing an enhanced language for specifying action selection for these characters. The language is based on the Behavior Tree paradigm combined with object-oriented programming. We introduce our language's mechanisms that enable a developer to create complex, yet maintainable behaviors for individual NPCs. Second, we introduce our mechanism called Intelligent Environment aimed at maintaining a believable game environment able to adapt to player's actions and NPC's behaviors. Thirdly, we present our Smart construct concept which provides NPCs with context relevant behaviors from dedicated behavior containers to employ them when present at locations, using objects,...
Belieavable decision making in large scale open world games for ambient characters
Plch, Tomáš ; Brom, Cyril (advisor)
] Title: Believable Decision Making in Large Scale Open World Games for Ambient Characters Author: Tomáš Plch Department / Institute: Department of Software and Computer Science Education Supervisor of the doctoral thesis: Mgr. Cyril Brom, Ph. D., Department of Software and Computer Science Education Abstract: Large scale open worlds for computer games are inhabited by populations of Non- Player Characters (NPC). Believability of these NPCs is key in presenting immersive gameplay to the player. Managing complexity of NPC behaviors is a fundamental game development problem. This thesis is focused on increasing believability of NPCs' behaviors by providing an enhanced language for specifying action selection for these characters. The language is based on the Behavior Tree paradigm combined with object-oriented programming. We introduce our language's mechanisms that enable a developer to create complex, yet maintainable behaviors for individual NPCs. Second, we introduce our mechanism called Intelligent Environment aimed at maintaining a believable game environment able to adapt to player's actions and NPC's behaviors. Thirdly, we present our Smart construct concept which provides NPCs with context relevant behaviors from dedicated behavior containers to employ them when present at locations, using objects,...
Planning systems in game level design and agent control
Tóth, Csaba ; Kadlec, Rudolf (advisor) ; Barták, Roman (referee)
Planners are well developed tools in computer science, but their role is rather limited in games. We decided to test the possibilities of writing such a game around them. Proving that freely available, general purpose planning systems are worthy alternatives to custom made solutions could open a new path to small developers and popularize a new kind of gameplay powered by these tools. We attempted to exploit planners in two roles, in the development, to partially automate the level design process; and in the gameplay as a decision making tool for the acting agents. Our program is a puzzle game, more precisely an anticipation game, where the player has to foresee the future actions of the acting agents, then discover the pitfalls where they are heading. Using this knowledge he can modify their environment and force them to a desired outcome. A part of our program is a generator of such game challenges. We came to a conclusion that within some limitations planners are capable of creating believable agent behavior and while not all decisions can be handed over to the planning systems, they can lighten the task of the level designer.

Interested in being notified about new results for this query?
Subscribe to the RSS feed.