Advertisement

Agents That Relate: Improving the Social Believability of Non-Player Characters in Role-Playing Games

  • Nuno Afonso
  • Rui Prada
Part of the Lecture Notes in Computer Science book series (LNCS, volume 5309)

Abstract

As the video games industry grows and video games become more part of our lives, we are eager for better gaming experiences. One field in which games still have much to gain is in Non-Player Character behavior in socially demanding games, like Role-Playing Games. In Role-Playing Games players have to interact constantly with very simple Non-Player Characters, with nosocial behavior in most of the cases, which contrasts with the rich social experience that was provided in its traditional pen-and-paper format. What we propose in this paper is that if we create a richer social behavior in Non-Player Characters the player’s gaming experience can be improved. In order to attain this we propose a model that has at its core social relationships with/between Non-Player Characters. By doing an evaluation with players, we identified that 80% of them preferred such system, affirming that it created a better gaming experience.

Keywords

role-playing games non-player characters artificial intelligence social behavior relationship personality theory of mind 

References

  1. 1.
    André, E., Klesen, M., Gebhard, P., Allen, S., Rist, T.: Integrating models of personality and emotions into lifelike characters. In: International Workshop of Affect in Interactions. Towards a New Generation of Interfaces (1999)Google Scholar
  2. 2.
    BBC News: US Video Games Sales Hit Record, http://news.bbc.co.uk/1/hi/business/7195511.stm
  3. 3.
    Bethesda Softworks: The Elder Scrolls IV: Oblivion, http://www.elderscrolls.com
  4. 4.
    Eysenck, H.J., Rachman, S.: The Causes and Cures of Neuroses. Routledge/Kegan Paul, London (1965)Google Scholar
  5. 5.
    Festinger, L.: A Theory of Cognitive Dissonance (1957)Google Scholar
  6. 6.
    Heider, F.: The Psychology of Interpersonal Relations (1958)Google Scholar
  7. 7.
    Lang, P.J.: The Emotion Probe: Studies of motivation and attention. A study in the Neuroscience of Love and Hate (1995)Google Scholar
  8. 8.
    Lionhead Studios: Fable, http://fable.lionhead.com
  9. 9.
    McCrae, R.R., John, O.: An introduction to the five-factor model and its applications. Journal of Personality 60, 175–215 (1992)CrossRefGoogle Scholar
  10. 10.
    Namee, B.M., Cunningham, P.: The Driven Simulation of Socially Interactive Agents (2002)Google Scholar
  11. 11.
    Ortony, A., Clore, G.L., Collins, A.: A Cognitive Structure of Emotions. Cambridge University Press, Cambridge (1988)CrossRefGoogle Scholar
  12. 12.
    Prada, R., Paiva, A.: Believable Groups of Synthetic Characters. In: 4th International Joint Conference on Autonomous Agents and Multi Agent Systems. ACM Press, Utrecht (2005)Google Scholar
  13. 13.
    Prendinger, H., Ishizuka, M.: Social Role Awareness in Animated Agents. In: 5th International Conference on Autonomous Agents, Montréal, pp. 270–277 (2001)Google Scholar
  14. 14.
    Pynadath, D.V., Marsella, S.C.: PsychSim: Modeling Theory of Mind with Decision-Theoretic Agents. In: International Joint Conference on Artificial Intelligence, pp. 1181–1186 (2005)Google Scholar
  15. 15.
    Rist, T., Schmitt, M.: Avatar Arena: an attempt to apply socio-physicological concepts of cognitive consistency in avatar-avatar negociation scenarios. In: AISB 2002 Symposium on Animated Expressive Characters for Social Interactions, London, pp. 79–84 (2002)Google Scholar
  16. 16.
    Wish, M., Deutsch, M., Kaplan, S.: Perceived Dimensions of Interpersonal Relations. Journal of Personality and Social Psychology 33(6) (1976)Google Scholar

Copyright information

© IFIP International Federation for Information Processing 2008

Authors and Affiliations

  • Nuno Afonso
    • 1
  • Rui Prada
    • 1
  1. 1.INESC-ID Avenida Prof. Cavaco Silva – TagusParkIST-Technical University of LisbonPorto SalvoPortugal

Personalised recommendations