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Implementing AI for Non-player Characters in 3D Video Games

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Intelligent Information and Database Systems (ACIIDS 2018)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 10751))

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Abstract

The purpose of this work was to find a solution for implementing intelligent behavior of independent NPC agents (non-player characters) in video games. NPC is a computer operated character - usually an enemy to the human user player. In modern video games NPCs are programmed to mimic human player behaviour to increase realism. Four approaches to NPC AI implementation were compared: decision tree, genetic algorithm, Q-learning, and a hybrid method. Results were aggregated and discussed along with recommending the best approach.

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Correspondence to Marek Kopel .

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Kopel, M., Hajas, T. (2018). Implementing AI for Non-player Characters in 3D Video Games. In: Nguyen, N., Hoang, D., Hong, TP., Pham, H., Trawiński, B. (eds) Intelligent Information and Database Systems. ACIIDS 2018. Lecture Notes in Computer Science(), vol 10751. Springer, Cham. https://doi.org/10.1007/978-3-319-75417-8_57

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  • DOI: https://doi.org/10.1007/978-3-319-75417-8_57

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-75416-1

  • Online ISBN: 978-3-319-75417-8

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