Non-Player Characters in Multiuser Games

Massively multiuser, persistent, online virtual worlds are emerging as important platforms for multiuser computer games, social interaction, education, design, defence and commerce. In these virtual worlds, non-player characters use artificial intelligence to take on roles as storytellers, enemies, opponents, partners and facilitators. Non-player characters share their world with hundreds of thousands of creative, unpredictable, human controlled characters. As the complexity and functionality of multiuser virtual worlds increases, non-player characters are becoming an increasingly challenging application for artificial intelligence techniques [1]. The rise of multiuser games in particular has created a need for new kinds of artificial intelligence approaches that can produce characters with adaptive and complex behaviours for large-scale, dynamic game environments. Players are demanding more believable and intelligent non-player characters to enhance their gaming experience [2].

[1]  Thore Graepel,et al.  LEARNING TO FIGHT , 2004 .

[2]  David Zeltzer,et al.  Autonomy, Interaction, and Presence , 1992, Presence: Teleoperators & Virtual Environments.

[3]  Richard Bartle,et al.  Designing Virtual Worlds , 2003 .

[4]  Goldberg,et al.  Genetic algorithms , 1993, Robust Control Systems with Genetic Algorithms.

[5]  Kathryn E. Merrick,et al.  Motivated reinforcement learning for adaptive characters in open-ended simulation games , 2007, ACE '07.

[6]  Penny Baillie-de Byl Programming believable characters for computer games , 2004 .

[7]  Peter Norvig,et al.  Artificial Intelligence: A Modern Approach , 1995 .

[8]  Mary Lou and Gero John S. Maher,et al.  Agent Models of 3D Virtual Worlds , 2002 .

[9]  Richard S. Sutton,et al.  Reinforcement Learning: An Introduction , 1998, IEEE Trans. Neural Networks.

[10]  Craig W. Reynolds Flocks, herds, and schools: a distributed behavioral model , 1987, SIGGRAPH.

[11]  Daniel M. Johnson,et al.  Computer games with intelligence , 2001, 10th IEEE International Conference on Fuzzy Systems. (Cat. No.01CH37297).

[12]  John E. Laird,et al.  Human-Level AI's Killer Application: Interactive Computer Games , 2000, AI Mag..