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Part of the book series: Lecture Notes in Electrical Engineering ((LNEE,volume 977))

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Abstract

The recent trends in the gaming world have been more inclined to shooter games which covers a wide range of audiences including streamers and many more people. People expect the games to be closer to reality for a lively experience. Behaviors of non-playable characters (NPC) in various games like Grand Theft Auto are studied and various methods of defining behaviors to non-playable characters like behavior trees and Q-Learning behavior tree are compared for performance and activities. The comparisons of the resultant agents are made using certain performance criteria like the closeness of AI behavior to the humans, latency to respond to events etc.,

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Correspondence to S. Saranya Rubini .

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Saranya Rubini, S., Ram, R.V., Narasiman, C.V., Umar, J.M., Naveen, S. (2023). Behaviors of Modern Game Non-playable Characters. In: Bindhu, V., Tavares, J.M.R.S., Vuppalapati, C. (eds) Proceedings of Fourth International Conference on Communication, Computing and Electronics Systems . Lecture Notes in Electrical Engineering, vol 977. Springer, Singapore. https://doi.org/10.1007/978-981-19-7753-4_27

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  • DOI: https://doi.org/10.1007/978-981-19-7753-4_27

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  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-19-7752-7

  • Online ISBN: 978-981-19-7753-4

  • eBook Packages: EngineeringEngineering (R0)

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