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Societies in Games: How do Players Perceive Groups of Game Characters?

Published:17 October 2019Publication History

ABSTRACT

In recent years, game worlds are getting increasingly larger. With their expansion, the number of characters populating these virtual environments promotes a vast interaction space. To guarantee that interactions between characters do not compromise players' experience, they must exhibit coherent social behavior. Currently, game developers rely on scripted content to create the illusion of social behavior. However, we argue that a heavy authoring approach does not suit the generation of large populations of characters. In this work, we will use a computational model called Cognitive Social Frames to understand how players perceive and interpret the social dimensions of game characters' actions. In this document, we describe how we applied a socio-cognitive agent architecture to a population of game characters. Using a game-like environment, we intend to study what aspects of social behavior are perceived by players as relevant when generating societies in games. We elaborate on a proposal for a user study that will focus on the adjustment of characters' behavior based on their interpretation of the world and the coherence of their actions within groups of characters.

References

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  1. Societies in Games: How do Players Perceive Groups of Game Characters?

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      • Published in

        cover image ACM Conferences
        CHI PLAY '19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts
        October 2019
        859 pages
        ISBN:9781450368711
        DOI:10.1145/3341215

        Copyright © 2019 Owner/Author

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 17 October 2019

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        CHI PLAY '19 Extended Abstracts Paper Acceptance Rate51of181submissions,28%Overall Acceptance Rate421of1,386submissions,30%
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