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dc.contributor.authorPerrie, Justin
dc.contributor.authorLi, Ling
dc.date.accessioned2017-01-30T13:31:23Z
dc.date.available2017-01-30T13:31:23Z
dc.date.created2015-04-23T20:00:34Z
dc.date.issued2014
dc.identifier.citationPerrie, J. and Li, L. 2014. Building a Dynamic Social Community with Non Playable Characters. IEICE Transactions on Information and Systems. E97-D (8): pp. 1965-1973.
dc.identifier.urihttp://hdl.handle.net/20.500.11937/32534
dc.identifier.doi10.1587/transinf.E97.D.1965
dc.description.abstract

A challenge faced by the video game industry is to develop be-lievable and more intelligent Non-Playable Characters (NPCs). To tackle this problem a low-cost and simple ap-proach has been proposed in this research, which is the devel-opment of a gossip virtual social network for NPCs. The net-work allows simple individual NPCs to communicate their knowledge amongst themselves. The communication within this social network is governed by social-psychological rules. These rules are categorized into four types: Contact, whether the NPC are within a contactable range of each other; Obser-vation, whether the NPCs actually want to talk to each other based on their personal traits; Status, the current representa-tion of the NPCs; and Relationships which determines the long term ties of the NPCs. Evaluations of the proposed gos-sip virtual social network was conducted, both through statis-tical analysis and a survey of real users. Highly satisfactory results have been achieved.

dc.publisherDenshi Jouhou Tsuushin Gakkai
dc.subjectIntelligent NPCs
dc.subjectsocial-psychological rules
dc.subjectGossip Virtual Social Networks
dc.titleBuilding a Dynamic Social Community with Non Playable Characters
dc.typeJournal Article
dcterms.source.volumeE97-D
dcterms.source.number8
dcterms.source.startPage1965
dcterms.source.endPage1973
dcterms.source.issn0916-8532
dcterms.source.titleIEICE Transactions on Information and Systems
curtin.accessStatusOpen access


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