相关论文: NPCs as People, Too: The Extreme AI Personality En…
Can non-player characters have human-realistic personalities, changing over time depending on input from those around them? And can they have different reactions and thoughts about different people? Using Extreme AI, a psychology-based…
This research explores the potential of Large Language Models (LLMs) to utilize psychometric values, specifically personality information, within the context of video game character development. Affective Computing (AC) systems quantify a…
Recent advancements in deep reinforcement learning have brought forth an impressive display of highly skilled artificial agents capable of complex intelligent behavior. In video games, these artificial agents are increasingly deployed as…
Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large. One of the most promising methods for achieving…
Human-like agents are an increasingly important topic in games and beyond. Believable non-player characters enhance the gaming experience by improving immersion and providing entertainment. They also offer players the opportunity to engage…
Human-like Agents with diverse and dynamic personalities could serve as an essential design probe in the process of user-centered design, thereby enabling designers to enhance the user experience of interactive applications. In this…
Believable Non-Player Characters (NPCs) help motivate player engagement with narrative-driven games. An important aspect of believable characters is their contextually-relevant reactions to changing situations, which emotion often drives in…
Creating Non-Player Characters (NPCs) that can react robustly to unforeseen player behaviour or novel game content is difficult and time-consuming. This hinders the design of believable characters, and the inclusion of NPCs in games that…
There is a high demand for high-quality Non-Player Characters (NPCs) in video games. Hand-crafting their behavior is a labor intensive and error prone engineering process with limited controls exposed to the game designers. We propose to…
Advancements in artificial intelligence (AI) have significantly enhanced the realism and interactivity of non-player characters (NPCs) in virtual reality (VR), creating more engaging and believable user experiences. This paper evaluates…
The Last of Us is a game focused on stealth, companionship and strategy. The game is based in a lonely world after the pandemic and thus it needs AI companions to gain the interest of players. There are three main NPCs the game has -…
The Animal-AI Environment is a unique game-based research platform designed to facilitate collaboration between the artificial intelligence and comparative cognition research communities. In this paper, we present the latest version of the…
For over a decade now, robotics and the use of artificial agents have become a common thing.Testing the performance of new path finding or search space optimization algorithms has also become a challenge as they require simulation or an…
To assist game developers in crafting game NPCs, we present EvolvingBehavior, a novel tool for genetic programming to evolve behavior trees in Unreal Engine 4. In an initial evaluation, we compare evolved behavior to hand-crafted trees…
Recently, there have been several high-profile achievements of agents learning to play games against humans and beat them. In this paper, we study the problem of training intelligent agents in service of game development. Unlike the agents…
While AI systems have equaled or surpassed human performance in a wide variety of games such as Chess, Go, or Dota 2, describing these systems as truly "human-like" remains far-fetched. Despite their success, they fail to replicate the…
We examine recent research that asks whether current AI systems may be developing a capacity for "scheming" (covertly and strategically pursuing misaligned goals). We compare current research practices in this field to those adopted in the…
Chess engines passed human strength years ago, but they still don't play like humans. A grandmaster under clock pressure blunders in ways a club player on a hot streak never would. Conventional engines capture none of this. This paper…
In this paper, we analyze the performance of an agent developed according to a well-accepted appraisal theory of human emotion with respect to how it modulates play in the context of a social dilemma. We ask if the agent will be capable of…
In video games, non-player characters (NPCs) play a pivotal role in shaping players' experiences. The design of these characters, encompassing their appearance and behaviors, can be manipulated in terms of coherence and consistency to…