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Behavioural Reactive Agents to Define Personality Traits in the Videogame Überpong

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Transactions on Edutainment I

Abstract

Nowadays, the video gaming experience is shifting from merely realistic to believable. The increasing graphic power of current graphic cards has made it possible to render near life-like images. Unfortunately, the behaviour of the computer driven player and non-playing characters is often poor when compared to their visual appearance. In this sense, there has been a recent interest in improving the video gaming experience with novel Artificial Intelligence (AI) techniques. This paper presents a robotics inspired behavioural AI technique to simulate characters’ personalities in a multi-award winning commercial video game. Furthermore, the paper describes a study with users.

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Zhigeng Pan Adrian David Cheok Wolfgang Müller Abdennour El Rhalibi

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Delgado-Mata, C., Ibáñez-Martínez, J., Gómez-Caballero, F., Guillén-Hernández, O.M. (2008). Behavioural Reactive Agents to Define Personality Traits in the Videogame Überpong. In: Pan, Z., Cheok, A.D., Müller, W., El Rhalibi, A. (eds) Transactions on Edutainment I. Lecture Notes in Computer Science, vol 5080. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-69744-2_12

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  • DOI: https://doi.org/10.1007/978-3-540-69744-2_12

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-69737-4

  • Online ISBN: 978-3-540-69744-2

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