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

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Part of the Lecture Notes in Computer Science book series (LNISA,volume 5309)


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.


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


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Afonso, N., Prada, R. (2008). Agents That Relate: Improving the Social Believability of Non-Player Characters in Role-Playing Games. In: Stevens, S.M., Saldamarco, S.J. (eds) Entertainment Computing - ICEC 2008. ICEC 2008. Lecture Notes in Computer Science, vol 5309. Springer, Berlin, Heidelberg.

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  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-89221-2

  • Online ISBN: 978-3-540-89222-9

  • eBook Packages: Computer ScienceComputer Science (R0)