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Automatic Customization of Non-Player Characters Using Players Temperament

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Technologies for Interactive Digital Storytelling and Entertainment (TIDSE 2006)

Abstract

Believability is a basic requirement for non-player characters of videogames. Players enjoy characters with personalities that reflect human behavior, specially if those personalities combine well with players’ temperaments. This paper explains a model for customizing automatically non-player characters (NPC) according to the players temperament, which is obtained before the game session. The model uses Case-Based Reasoning and Ontologies to adapt the behavior of a NPC, which is the companion of a player character in the described example.

Supported by the Spanish Ministry of Education and Science (TIN2005-09382-C02-01, TIN2006-15140-C03-02 and TIN2006-14433-C02-01 projects), Complutense University of Madrid and the G.D. of Universities and Research of the Community of Madrid (UCM-CAM-910494 research group grant).

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© 2006 Springer-Verlag Berlin Heidelberg

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Gómez-Gauchía, H., Peinado, F. (2006). Automatic Customization of Non-Player Characters Using Players Temperament. In: Göbel, S., Malkewitz, R., Iurgel, I. (eds) Technologies for Interactive Digital Storytelling and Entertainment. TIDSE 2006. Lecture Notes in Computer Science, vol 4326. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11944577_25

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  • DOI: https://doi.org/10.1007/11944577_25

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-49934-3

  • Online ISBN: 978-3-540-49935-0

  • eBook Packages: Computer ScienceComputer Science (R0)

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