Desenvolvimento de NPCs com comportamentos engajados

  • Guilherme Alves da Silva Universidade Federal de Jataí
  • Marcos Wagner de Souza Ribeiro Universidade Federal de Jataí

Resumo


NPCs (Non-Player Character) ou personagens não jogáveis nem sempre possuem comportamentos considerados adequados e responsivos. E, esta artificialidade pode gerar problemas de qualidade em um jogo e até reduzir o interesse do jogador. Com base nesta afirmação, este trabalho apresenta uma Revisão Sistemática de Literatura (RSL) sobre o desenvolvimento de NPCs com comportamentos engajados. A revisão possibilitou o mapeamento e o conhecimento do estado atual dos estudos correlatos, extraindo 18 artigos relacionados ao estado da arte. A partir da análise, verificou-se que determinadas técnicas tradicionalmente usadas pela indústria de jogos digitais têm se tornado um grande obstáculo na geração de comportamento de NPCs mais engajados ao ambiente virtual.

Palavras-chave: inteligência artificial, jogos, NPC, comportamento engajado, revisão sistemática de literatura

Referências

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J. Pfau, J. D. Smeddinck, and R. Malaka, "The Case for Usable AI: What Industry Professionals Make of Academic AI in Video Games," Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play, Nov. 2020.

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," Proceedings of the 8th International Conference on Agents and Artificial Intelligence, vol. 2, pp. 264-271, 2016.

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A. Baffa, P. Sampaio, B. Feijo, and M. Lana, "Dealing with the Emotions of Non Player Characters," 2017 16th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), Nov. 2017.

K. Yuda, M. Mozgovoy, and A. Danielewicz-Betz, "Creating an Affective Fighting Game AI System with Gamygdala," 2019 IEEE Conference on Games (CoG), 2019.

L. V. Lazarin and R. Cherobin, "A Relação entre o processo de tomada de decisão e Level Design," 6th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), 2017.

Shchepin, N. and Zagarskikh, A., 2019. "Building behavioral AI using trust and reputation model based on mask model," Procedia Computer Science, 156, pp.387-394.

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Publicado
18/10/2021
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SILVA, Guilherme Alves da; RIBEIRO, Marcos Wagner de Souza. Desenvolvimento de NPCs com comportamentos engajados. In: TRILHA DE INDÚSTRIA – ARTIGOS COMPLETOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 20. , 2021, Online. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2021 . p. 755-762. DOI: https://doi.org/10.5753/sbgames_estendido.2021.21511.