Abstract
This work contains a solution improvement for Smart Events, which are one of the ways to guide the behavior of NPCs in computer games. The improvement consists of three aspects: introducing the possibility of group actions by agents, i.e. cooperation between them, extending the SE with the possibility of handling ordinary events not only emergency, and introducing the possibility of taking random (but predetermined) actions as part of participation in the event.
In addition, two event scenarios were presented that allowed the Smart Events operation to be examined. The study consists of comparing the performance of the SE with another well-known algorithm (FSM) and of comparing different runs of the same event determined by the improved algorithm.
Comparing the performance required proposing measures that would allow for the presentation of quantitative differences between the runs of different algorithms or the same algorithm in different runs. Three were proposed: time needed by the AI subsystem in one simulation frame, the number of decisions in the frame, and the number of frames per second of simulation.
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Acknowledgment
This work was supported by The National Centre for Research and Development within the project “From Robots to Humans: Innovative affective AI system for FPS and TPS games with dynamically regulated psychological aspects of human behaviour” (POIR.01.02.00-00-0133/16). We thank Mateusz Makowiec and Filip Wróbel for assistance with methodology and comments that greatly improved the manuscript.
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Zieliński, M., Napieralski, P., Daszuta, M., Szajerman, D. (2021). Smart Events in Behavior of Non-player Characters in Computer Games. In: Paszynski, M., Kranzlmüller, D., Krzhizhanovskaya, V.V., Dongarra, J.J., Sloot, P.M. (eds) Computational Science – ICCS 2021. ICCS 2021. Lecture Notes in Computer Science(), vol 12746. Springer, Cham. https://doi.org/10.1007/978-3-030-77977-1_13
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