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An emergent framework for realistic psychosocial behaviour in non player characters

Published: 03 November 2008 Publication History

Abstract

This paper introduces a framework for emergent psychosocial behaviour in non player characters in video games. This framework uses concepts behind emergent gameplay to support the mechanics of designer-defined psychological and social concepts, undefined circumstances, and emergence. Based on this framework, a prototype system has been developed. This prototype has been evaluated for realistic emergent behaviour, and has been shown through experimentation to succeed in supporting emergent psychosocial behaviour. The work to date on the framework is encouraging and quite promising for continued work in this area in the future.

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Cited By

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  • (2024)The Impact of Emotional Virtual Characters on Emotional State and Player Experience in VR Horror GamesProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3649942(1-13)Online publication date: 21-May-2024
  • (2021)How Avatar Customization Affects Fear in a Game-based Digital Exposure Task for Social AnxietyProceedings of the ACM on Human-Computer Interaction10.1145/34746755:CHI PLAY(1-27)Online publication date: 6-Oct-2021
  • (2018)I'm Glad You Are on My SideProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play10.1145/3242671.3242709(141-152)Online publication date: 23-Oct-2018
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cover image ACM Other conferences
Future Play '08: Proceedings of the 2008 Conference on Future Play: Research, Play, Share
November 2008
297 pages
ISBN:9781605582184
DOI:10.1145/1496984
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 03 November 2008

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Author Tags

  1. emergent gameplay
  2. non player character behaviour
  3. psychosocial behaviour
  4. realistic behaviour
  5. stimulus-response systems

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FuturePlay08
FuturePlay08: FuturePlay 2008 Academic Games Conference
November 3 - 5, 2008
Ontario, Toronto, Canada

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Cited By

View all
  • (2024)The Impact of Emotional Virtual Characters on Emotional State and Player Experience in VR Horror GamesProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3649942(1-13)Online publication date: 21-May-2024
  • (2021)How Avatar Customization Affects Fear in a Game-based Digital Exposure Task for Social AnxietyProceedings of the ACM on Human-Computer Interaction10.1145/34746755:CHI PLAY(1-27)Online publication date: 6-Oct-2021
  • (2018)I'm Glad You Are on My SideProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play10.1145/3242671.3242709(141-152)Online publication date: 23-Oct-2018
  • (2016)Learned BehaviorIntegrating Cognitive Architectures into Virtual Character Design10.4018/978-1-5225-0454-2.ch004(94-123)Online publication date: 2016
  • (2016)Exit 53: Physiological Data for Improving Non-player Character InteractionInteractive Storytelling10.1007/978-3-319-48279-8_3(25-36)Online publication date: 22-Oct-2016
  • (2014)Enabling motivated believable agents with reinforcement learning2014 IEEE Games Media Entertainment10.1109/GEM.2014.7048106(1-8)Online publication date: Oct-2014
  • (2012)Believability Through Psychosocial Behaviour: Creating Bots That Are More Engaging and EntertainingBelievable Bots10.1007/978-3-642-32323-2_2(29-68)Online publication date: 19-Oct-2012
  • (2010)Explorations in player motivationsProceedings of the 9th international conference on Entertainment computing10.5555/1881673.1881706(262-269)Online publication date: 8-Sep-2010
  • (2010)A flexible multi-model approach to psychosocial integration in non player characters in modern video gamesProceedings of the International Academic Conference on the Future of Game Design and Technology10.1145/1920778.1920782(17-24)Online publication date: 6-May-2010
  • (2010)A motivational framework for analyzing player and virtual agent behaviorEntertainment Computing10.1016/j.entcom.2010.09.0021:3-4(139-146)Online publication date: Dec-2010
  • Show More Cited By

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