• Title/Summary/Keyword: NPC %3A Non Player Character

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A Scheme for NPC search in 3D FPS Games Using Object Grouping (객체별 그룹핑을 이용한 3D FPS 게임의 NPC 탐색 방안)

  • Choi, Won-Tae;Choi, Sung-Ho;Yang, Jun-Ho;Park, Chang-Min
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.143-146
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    • 2008
  • In this paper, It presents the method the player will be able to confront when the NPC approach to the player, the NPC which have the property which is similar form grouping. The property of the NPC follows in quality of Game and it decides with separate way. To attribute of the NPC it is composed of conduct pattern, an attack pattern and the weapon pattern back. It considers a priority on the group wild middle which is formed and it judges the attack yes or no of the player. The method that proposed will play an important role in development of a 3D FPS games.

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A Study on Typology and Narrative function of NPC in MMORPG (MMORPG의 NPC유형에 따른 서사적 기능 연구)

  • Han, Hye-Won;Son, Hyeong-Jeon
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.53-66
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    • 2009
  • The purpose of this study is to show typology of Non Player Character(NPCs) and to look out what narrative functions of NPCs are served in Massively Multi-player Online Role-Playing Game(MMORPG). As the relationship with player characters and the propensity of actions, NPCs are classified 4types; passive helper, active helper, passive antagonist, active antagonist. Each type performs different functions of game narrative. Especially passive helper functions as a essential glue of movement in game world and makes the chain of quest narratives. Active antagonist functions as the cause of space perspective and creates dramatic effect of game narrative. Those functions make spacial, dimensional and extensible game narrative.

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A Creation of Emotionally Intelligent NPC Reacting toward Gamer‘s Inclination in MMORPG (MMORPG에서 게이머의 성향에 반응하는 감성 지능형 NPC생성)

  • Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.23-32
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    • 2006
  • Users connect to game server for considerably many hours and perform their roles in MMORPG(Massively Multiplayer Online Role Playing Game), users' immersion degree is very higher than other games, have known affluent contents make users play various roles in game world. However, although contents of games are improved quite much, MMORPG remains still boring game. It is because that the NPC (Non Player Character)' behavior patterns that are the most important elements to make games fun are so simple. So, in this paper we proposed a method to create NPC that react in player's inclination by implanting personality and emotion to NPC.

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Implementation of NPC Artificial Intelligence Using Agonistic Behavior of Animals (동물의 세력 투쟁 행동을 이용한 게임 인공 지능 구현)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.555-561
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    • 2014
  • Artificial intelligence in the game is mainly used to determine patterns of behavior of NPC (Non Player Character) and the enemy, path finding. These artificial intelligence is implemented by FSM (Finite State Machine) or Flocking method. The number of NPC behavior in FSM method is limited by the number of FSM states. If the number of states is too small, then NPC player can know the behavior patterns easily. On the other hand, too many implementation cases make it complicated. The NPC behaviors in Flocking method are determined by the leader's decision. Therefore, players can know easily direction of movement patterns or attack pattern of NPCs. To overcome these problem, this paper proposes agonistic behaviors(attacks, threats, showing courtesy, avoidance, submission)in animals to apply for the NPC, and implements agonistic behaviors using Unity3D engine. This paper can help developing a real sense of the NPC artificial intelligence.

Developing Affective Computing Game with Player's Bio-Signal (사용자의 생체 신호를 이용한 감성 컴퓨팅 게임 개발)

  • Lee, Chung-Hyeon;Kim, Dong-Gyun;Kim, Hye-Young;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.91-100
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    • 2016
  • In this research, Affective computing game has been developed which reacts with a player's bio-signals. A modified computer mouse will be used to collect bio-signals by GSR, FSR, and infrared thermometer. This modified computer mouse collect human bio-signals in non-intrusive way. The collected data is complementary reflected in 3 level of tension of a player. The player's tension affects on the game and the reaction for NPC will be followed. Then this leads to plot changes individually. To let diverse NPC reaction and interactive story telling, Live 2d and Inkle Script have been used. This research can be alternative method on the game development using Affective computing.

A Study on the Realization of a Map Simulator Reflecting Propensities of Gamers (Focused on Korean Style MMORPG) (게이머의 성향을 반영한 맵 시뮬레이터 구현에 관한 연구 (한국형 MMORPG게임을 중심으로))

  • Kim, Jung-Hyun;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.3-10
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    • 2007
  • The maps in the world of the role playing games provide not only areas for motions and actions of player characters, but also worlds of totally included monsters and NPC(Non Player Character). However, the design of maps and monsters in them could not be tested for their balances until the games had been developed quite a bit. So they need additional expense of extension period of developments. In this paper, we have designed and developed a map simulator to expect the popularities of the maps in the early stage of the game planning in order to prevent inefficient concentration of users on some maps by expecting the popularities of the maps in the early stage of game planning and by setting the parameters of monster arrangements in the map.

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Control of RPG Game Characters using Genetic Algorithm and Neural Network (유전 알고리즘과 신경망을 이용한 RPG 게임 캐릭터의 제어)

  • Kwun, O-Kyang;Park, Jong-Koo
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.13-22
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    • 2006
  • As the development of games continues, the intelligence of NPC is becoming more and more important. Nowadays, the NPCs of MMORPGS are not only capable of simple actions like moving and attacking players, but also utilizing variety of skills and tactics as human-players do. This study suggests a method that grants characters used in RPG(Role-Playing Game) an ability of training and adaptation using Neural network and Genetic Algorithm. In this study, a simple game-play model is constructed to test how suggested intellect characters could train and adapt themselves to game rules and tactics. In the game-play model, three types of characters(Tanker, Dealer, Healer) are used. Intellect character group constructed by NN and GA, and trained by combats against enemy character group constructed by FSM. As the result of test, the proposed intellect characters group acquire an appropriate combat tactics by themselves according to their abilities and those of enemies, and adapt change of game rule.

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Architecture and Path-Finding Behavior of An Intelligent Agent Deploying within 3D Virtual Environment (3차원 가상환경에서 동작하는 지능형 에이전트의 구조와 경로 찾기 행위)

  • Kim, In-Cheol;Lee, Jae-Ho
    • The KIPS Transactions:PartB
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    • v.10B no.1
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    • pp.1-12
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    • 2003
  • In this paper, we Introduce the Unreal Tournament (UT) game and the Gamebots system. The former it a well-known 3D first-person action game and the latter is an intelligent agent research testbed based on UT And then we explain the design and implementation of KGBot, which is an intelligent non-player character deploying effectively within the 3D virtual environment provided by UT and the Gamebots system. KGBot is a bot client within the Gamebots System. KGBot accomplishes its own task to find out and dominate several domination points pro-located on the complex surface map of 3D virtual environment KGBot adopts UM-PRS as its control engine, which is a general BDI agent architecture. KGBot contains a hierarchical knowledge base representing its complex behaviors in multiple layers. In this paper, we explain details of KGBot's Intelligent behaviors, tuck af locating the hidden domination points by exploring the unknown world effectively. constructing a path map by collecting the waypoints and paths distributed over the world, and finding an optimal path to certain destination based on this path graph. Finally we analyze the performance of KGBot exploring strategy and control engine through some experiments on different 3D maps.