Development of Non-Player Character with Believable Behavior: a systematic literature review
Resumo
Non-player character or non-playable character (NPC) does not always have appropriate and responsive behaviors. When the decision-making process is more artificial than intelligent, it can lead to quality issues in a game and even reduce player interest. Based on this statement, this article presents a Systematic Literature Review on the development of NPC with credible behaviors. The review enabled the mapping and knowledge of the current state of the art extracted from 18 related studies. It was found that certain techniques traditionally used by the gaming industry have become a major obstacle in generating more engaged NPC behavior in the virtual environment.
Palavras-chave:
artificial intelligence, believable behavior, games, NPC, systematic literature review
Referências
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R. W. Picard, Affective computing. Cambridge, MA, USA: MIT Press, 1997.
J. Pfau, J. D. Smeddinck, and R. Malaka, “The case for usable ai: What industry professionals make of academic ai in video games”, in Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play, ser. CHI PLAY ’20. New York, NY, USA: Association for Computing Machinery, 2020, p. 330–334.
D. Taralla, Z. Qiu, A. Sutera, R. Fonteneau, and D. Ernst, “Decision making from confidence measurement on the reward growth using supervised learning: A study intended for large-scale video games,” in Proceedings of the 8th International Conference on Agents and Artificial Intelligence - Volume 2: ICAART. Rome, Italy: SciTePress, 2016, pp. 264–271.
M. Waltham and D. Moodley, “An analysis of artificial intelligence techniques in multiplayer online battle arena game environments”, in SAICSIT ’16. New York, NY, USA: Association for Computing Machinery, 2016, pp. 1–7.
A. Simonov, A. Zagarskikh, and V. Fedorov, “Applying behavior characteristics to decision-making process to create believable game ai”, Procedia Computer Science, vol. 156, pp. 404–413, 2019.
S. ElSayed and D. J. King, “Affect and believability in game characters: A review of the use of affective computing in games”, in GAME-ON’2017, 18th annual Conference on Simulation and AI in Computer Games. Carlow, Ireland: EUROSIS, 2017, pp. 90–97.
B. A. Kitchenham and S. Charters, “Guidelines for performing systematic literature reviews in software engineering”, Keele University and Durham University Joint Report, Tech. Rep. EBSE 2007-001, 2007.
F. Agliata, M. Bertoli, L. A. Ripamonti, D. Maggiorini, and D. Gadia, “Adding variety in npcs behaviour using emotional states and genetic algorithms: The genie project”, in GAME-ON’2019, 20th Annual Conference on Simulation and AI in Computer Games. Breda, The Netherlands: EUROSIS, 2019, pp. 45–49.
N. Shchepin and A. Zagarskikh, “Building behavioral AI using trust and reputation model based on mask model”, in 8th International Young Scientists Conference on Computational Science (YSC2019), vol. 156. Heraklion, Greece: Elsevier, 2019, pp. 387–394.
A. Johansson and P. Dell’Acqua, “Comparing behavior trees and emotional behavior networks for npcs”, in 17th International Conference on Computer Games (CGAMES). Louisville, KY, USA: IEEE, 2012, pp. 253–260.
K. Yuda, M. Mozgovoy, and A. Danielewicz-Betz, “Creating an affective fighting game AI system with gamygdala”, in 2019 IEEE Conference on Games (CoG). London, UK: IEEE, 2019, pp. 1–4.
A. Johansson and P. Dell’Acqua, “Emotional behavior trees”, in IEEE Conference on Computational Intelligence and Games (CIG). Granada, Spain: IEEE, 2012, pp. 355–362.
D. J. King and C. Bennett, “An investigation of two real time machine learning techniques that could enhance the adaptability of game ai agents”, in GAMEON’2016: 17th International Conference on Intelligent Games and Simulation, Lisbon, Portugal: EUROSIS, 2016, pp. 41–48.
F. O. Frosi and I. C. S. da Silva, “Building bots for shooter games based on the bartle’s player types and finite state machines: A battling behaviour analysis”, in 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). Paraná, Brazil: IEEE, 2018, pp. 631–634.
A. Baffa, P. Sampaio, B. Feijo, and M. Lana, “Dealing with the emotions of non player characters”, in 16th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), Curitiba, Brazil, IEEE, 2017, pp. 76–87.
E. F. de Almeida and A. R. da Cruz, “A computational experiment involving decision-making techniques”, in 15th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), Piauí, Brazil, 2016, pp. 210–213
L. V. Lazarin and R. Cherobin, “A relação entre o processo de tomada de decisão e level design”, in Proceedings of the XVI Brazilian Symposium on Computer Games and Digital Entertainment, Paraná, Brazil, 2017, pp. 1264–1267.
A. Friedman and J. Schrum, “Desirable behaviors for companion bots in first-person shooters” in 2019 IEEE Conference on Games (CoG). London, UK, IEEE, 2019, pp. 1–8.
J. Lemaitre, D. Lourdeaux, and C. Chopinaud, “Towards a resource-based model of strategy to help designing opponent ai in rts games”, in Proceedings of the International Conference on Agents and Artificial Intelligence - Volume 2: ICAART, vol. 1, INSTICC. Lisbon, Portugal, SciTePress, 2015, pp. 210–215.
R. Conroy, Y. Zeng, M. Cavazza, and Y. Chen, “Learning behaviors in agents systems with interactive dynamic influence diagrams”, in Proceedings of the 24th International Conference on Artificial Intelligence, ser. IJCAI’15, Buenos Aires, Argentina: AAAI Press, 2015, p. 39–45.
R. W. Picard, Affective computing. Cambridge, MA, USA: MIT Press, 1997.
J. Pfau, J. D. Smeddinck, and R. Malaka, “The case for usable ai: What industry professionals make of academic ai in video games”, in Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play, ser. CHI PLAY ’20. New York, NY, USA: Association for Computing Machinery, 2020, p. 330–334.
D. Taralla, Z. Qiu, A. Sutera, R. Fonteneau, and D. Ernst, “Decision making from confidence measurement on the reward growth using supervised learning: A study intended for large-scale video games,” in Proceedings of the 8th International Conference on Agents and Artificial Intelligence - Volume 2: ICAART. Rome, Italy: SciTePress, 2016, pp. 264–271.
M. Waltham and D. Moodley, “An analysis of artificial intelligence techniques in multiplayer online battle arena game environments”, in SAICSIT ’16. New York, NY, USA: Association for Computing Machinery, 2016, pp. 1–7.
A. Simonov, A. Zagarskikh, and V. Fedorov, “Applying behavior characteristics to decision-making process to create believable game ai”, Procedia Computer Science, vol. 156, pp. 404–413, 2019.
S. ElSayed and D. J. King, “Affect and believability in game characters: A review of the use of affective computing in games”, in GAME-ON’2017, 18th annual Conference on Simulation and AI in Computer Games. Carlow, Ireland: EUROSIS, 2017, pp. 90–97.
B. A. Kitchenham and S. Charters, “Guidelines for performing systematic literature reviews in software engineering”, Keele University and Durham University Joint Report, Tech. Rep. EBSE 2007-001, 2007.
F. Agliata, M. Bertoli, L. A. Ripamonti, D. Maggiorini, and D. Gadia, “Adding variety in npcs behaviour using emotional states and genetic algorithms: The genie project”, in GAME-ON’2019, 20th Annual Conference on Simulation and AI in Computer Games. Breda, The Netherlands: EUROSIS, 2019, pp. 45–49.
N. Shchepin and A. Zagarskikh, “Building behavioral AI using trust and reputation model based on mask model”, in 8th International Young Scientists Conference on Computational Science (YSC2019), vol. 156. Heraklion, Greece: Elsevier, 2019, pp. 387–394.
A. Johansson and P. Dell’Acqua, “Comparing behavior trees and emotional behavior networks for npcs”, in 17th International Conference on Computer Games (CGAMES). Louisville, KY, USA: IEEE, 2012, pp. 253–260.
K. Yuda, M. Mozgovoy, and A. Danielewicz-Betz, “Creating an affective fighting game AI system with gamygdala”, in 2019 IEEE Conference on Games (CoG). London, UK: IEEE, 2019, pp. 1–4.
A. Johansson and P. Dell’Acqua, “Emotional behavior trees”, in IEEE Conference on Computational Intelligence and Games (CIG). Granada, Spain: IEEE, 2012, pp. 355–362.
D. J. King and C. Bennett, “An investigation of two real time machine learning techniques that could enhance the adaptability of game ai agents”, in GAMEON’2016: 17th International Conference on Intelligent Games and Simulation, Lisbon, Portugal: EUROSIS, 2016, pp. 41–48.
F. O. Frosi and I. C. S. da Silva, “Building bots for shooter games based on the bartle’s player types and finite state machines: A battling behaviour analysis”, in 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). Paraná, Brazil: IEEE, 2018, pp. 631–634.
A. Baffa, P. Sampaio, B. Feijo, and M. Lana, “Dealing with the emotions of non player characters”, in 16th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), Curitiba, Brazil, IEEE, 2017, pp. 76–87.
E. F. de Almeida and A. R. da Cruz, “A computational experiment involving decision-making techniques”, in 15th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), Piauí, Brazil, 2016, pp. 210–213
L. V. Lazarin and R. Cherobin, “A relação entre o processo de tomada de decisão e level design”, in Proceedings of the XVI Brazilian Symposium on Computer Games and Digital Entertainment, Paraná, Brazil, 2017, pp. 1264–1267.
A. Friedman and J. Schrum, “Desirable behaviors for companion bots in first-person shooters” in 2019 IEEE Conference on Games (CoG). London, UK, IEEE, 2019, pp. 1–8.
J. Lemaitre, D. Lourdeaux, and C. Chopinaud, “Towards a resource-based model of strategy to help designing opponent ai in rts games”, in Proceedings of the International Conference on Agents and Artificial Intelligence - Volume 2: ICAART, vol. 1, INSTICC. Lisbon, Portugal, SciTePress, 2015, pp. 210–215.
R. Conroy, Y. Zeng, M. Cavazza, and Y. Chen, “Learning behaviors in agents systems with interactive dynamic influence diagrams”, in Proceedings of the 24th International Conference on Artificial Intelligence, ser. IJCAI’15, Buenos Aires, Argentina: AAAI Press, 2015, p. 39–45.
Publicado
18/10/2021
Como Citar
SILVA, Guilherme Alves da; SOUZA RIBEIRO, Marcos Wagner de.
Development of Non-Player Character with Believable Behavior: a systematic literature review. In: TRILHA DE COMPUTAÇÃO – ARTIGOS CURTOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 20. , 2021, Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2021
.
p. 319-323.
DOI: https://doi.org/10.5753/sbgames_estendido.2021.19660.