Abstract | ||
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Recently, various ways are being explored for enhancing the fun of computer games and lengthening the life cycle of them. Some games, add realistic graphic effect and excellent acoustic effect, and make the tendencies of game players reflected. This paper suggests the method to collect and analyze the action patterns of game players. The game players' patterns are modeled using FSM (Finite State Machine). The result obtained by analyzing the data on game players is used for creating NPCs (Non-Player Characters) which show new action patterns by altering the FSM defined previously. This characters are adaptable NPCs which is learnable the action patterns of game players. The proposal method can be applied to create characters which play the role of partners with game players or the role of enemies against game players. |
Year | DOI | Venue |
---|---|---|
2007 | 10.1007/978-3-540-73354-6_54 | HCI (9) |
Keywords | Field | DocType |
non-player characters,computer game,game player,action pattern,proposal method,new action pattern,realistic graphic effect,finite state machine,excellent acoustic effect,adaptable npcs,game player modeling,life cycle | Combinatorial game theory,Video game design,Computer science,Game design,Repeated game,Human–computer interaction,Sequential game,Screening game,Game tree,Non-cooperative game,Multimedia | Conference |
Volume | ISSN | Citations |
4558 | 0302-9743 | 1 |
PageRank | References | Authors |
0.36 | 3 | 5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Tae Bok Yoon | 1 | 80 | 13.13 |
Dong Moon Kim | 2 | 11 | 1.02 |
Kyo Hyeon Park | 3 | 1 | 0.70 |
Jee Hyong Lee | 4 | 1 | 1.04 |
Kwan-Ho You | 5 | 11 | 4.20 |