Encyclopedia of Computer Graphics and Games

Living Edition
| Editors: Newton Lee

Genetic Algorithm (GA)-Based NPC Making

Living reference work entry
DOI: https://doi.org/10.1007/978-3-319-08234-9_33-1



Using genetic algorithm for creating non-playable characters is the process of creating similar-looking characters from a wide variety of parent characters. After the production of subsequent populations, the characters that exhibit the best traits are chosen as the final selection.


Non-playable characters have always been a special part of video games. Their appearance is more pronounced in role-playing games like the Elder Scrolls® series and the Fallout® series or in the open-world games like the Grand Theft Auto® series or the Assassins Creed® series. The presence of these characters is either to provide the player with objectives to complete or give a sense of a living world with people going on about their business. The variety of these characters is however lacking which takes the player away from the illusion of a believable world. This lack of...

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References and Further Reading

  1. Bullen, T., Katchabaw, M.: Using genetic algorithms to evolve character behaviours in modern video games. In: Proceedings of the GAMEON-NA 2008, McGill University, Montreal, 13–15 Aug 2008 (2008)Google Scholar
  2. Crowd made up of sprites in Forza Motorsport 5®: Viewed 4 Jan 2015. http://www.hypebeyond.com/showthread.php?tid=1497 (n.d.)
  3. Different body types: Viewed 4 Jan 2015. http://teemajor.com/teemajorsblog/3-male-female-body-types-explained (n.d.) Image courtesy of Govt. of Western Aust. Dept. of Health (n.d.)
  4. Fernández-Ares, A., Garcıa-Sánchez, P., Mora, A.M., Castillo, P.A., Merelo, J.J.: Designing competitive bots for a real time strategy game using genetic programming. In: Camacho, D., Gomez-Martin, M.A., Gonzalez-Calero, P.A. (eds.) Proceedings 1st Congreso de la Sociedad Espanola paralas Ciencias del Videojuego, CoSECivi 2014, Barcelona. CEUR Workshop Proceedings, vol. 1196, pp. 159–172 (2014)Google Scholar
  5. Hancock, P.J.B., Fogarty, T.C.: An empirical comparison of selection methods in evolutionary algorithms. Evol. Comput. AISB Workshop 865, 80–94 (1994). Springer, Berlin/Heidelberg. doi:10.1007/3-540-58483-8_7Google Scholar
  6. Hudson, J.: Creature generation using genetic algorithms and auto-rigging. Masters Thesis. National Center for Computer Animation at Bournemouth University, Pool (2013)Google Scholar
  7. Khan, U.A., Okada, Y.: Character Generation Using Interactive Genetic Algorithm. Proceedings of GameOn, Brussels (2013)Google Scholar
  8. Multiple sprites on screen in Doom®: Viewed 4 Jan 2015. http://www.sinjinsolves.com/reviews/360/xbladoom/body.htm (n.d.)
  9. Sims, K.: Evolving virtual creatures. In: Proceedings of the 21st Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH ‘94). ACM, New York, pp. 15–22 (1994). doi:10.1145/192161.192167Google Scholar
  10. The many character options in Elder Scrolls V: Skyrim®: Viewed 4 Jan 2015. http://kupsikrecka.webnode.cz/news/the-elder-scrolls-v-skyrim-news-23/ (n.d.)
  11. Thousands of NPCs in assassin’s creed unity®: Viewed 4 Jan 2015. http://pcgamesnewsreviews.blogspot.jp/2014/11/gamespots-pc-reviews_11.html (n.d.)

Authors and Affiliations

  1. 1.School of Science & EngineeringHabib UniversityKarachiPakistan
  2. 2.Department of Informatics, ISEE, Graduate School of Information Science and Electrical Engineering, Kyushu University LibraryKyushu UniversityNishi-kuJapan
  3. 3.Innovation Center for Educational ResourceKyushu UniversityNishi-kuJapan