Procedural Quests: A Focus for Agent Interaction in Role-Playing-Games

نویسندگان

  • John Grey
  • Joanna Bryson
چکیده

In current videogames non-player characters’ (NPCs’) abilities to be active, dynamic agents are typically constrained to a bare minimum. Agents have very local behaviours to deal with actions, which can combine in limited ways with global game mechanics to deal with repeated behaviours. Here we present a systems-AI approach to designing NPCs. The proposed NPC design is capable of dynamic dialog, with context generated from both episodic memory and emotional valence towards previous social interactions. The NPCs can be allowed to run independently of users to develop a believable social network of friendships and grudges, with memories supporting such opinions. Additionally, NPCs can spread information in a more realistic manner than the current standard, global mechanisms. This information fomrs a culture, which then serves as the motivation for quests offered to other characters and the user that encounters these societies.

برای دانلود رایگان متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Towards Procedural Quest Generation: A Structural Analysis of RPG Quests

An analysis of several role playing games indicates that player quests share common elements, and that these quests may be abstractly represented using a small expressive language. One benefit of this representation is that it can guide procedural content generation by allowing quests to be generated using this abstraction, and then later converting them into a concrete form within a game’s dom...

متن کامل

Towards a Procedurally Generated Experience: A Structural Analysis of Quests

In this paper, we present a quest structure, in the form of a grammar, obtained from an analysis of the main quests of a single player role playing game (RPG), namely “The Witcher 3 The Wild Hunt“. This grammar extends a previously presented analysis by other authors on MMORPG quests. This extended grammar is suitable for application in single player RPGs. The grammar allows the procedural gene...

متن کامل

Hierarchical Generation of Dynamic and Nondeterministic Quests

Quests are a fundamental storytelling mechanism used by computer role-playing games to engage players in the game’s narrative. Although role-playing games have evolved in many different ways in the last years, their basic narrative structure is still based on static plots manually created by game designers. In this paper, we present a method for the generation of dynamic quests based on hierarc...

متن کامل

Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games

The design of role-playing games (RPGs) is very complex, involving an intricate interweaving of narrative, quest design, and level design. As an important means for conveying the game’s story, quests dictate the setting and contents of levels. Levels provide challenges for the player to overcome in the service of completing quests, and their structure can invite the inclusion of certain kinds o...

متن کامل

Making Quests Playable: Choices, CRPGs, and the Grail Framework

In table-top role-playing games, quests are goals that can be pursued in a variety of ways, providing structure to the game‘s ongoing fiction and providing opportunities for role-play. In computer role-playing games, on the other hand, quests are generally structured as lists of tasks or milestones, with variability present only in combat or as a binary choice between completions associated wit...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2011