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Published since 1998
ISSN 1562-5419
16+
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Our experience in creating non-player characters in virtual worlds

Амир Ринатович Бакиров, Даниил Иванович Костюк, Евгений Николаевич Лазарев, Алина Робертовна Хафизова
502-520
Abstract: The rapid development of complex virtual worlds (most notably, in 3D computer and video games) introduces new challenges for the creation of virtual agents, controlled by artificial intelligence (AI) systems. Two important subproblems in this topic area which need to be addressed are (a) believability and (b) effectiveness of agents' behavior, i.e. human-likeness of the characters and high ability to achieving their own goals. In this paper, we study current approaches to believability and effectiveness of AI behavior in virtual worlds. We examine the concepts of believability and effectiveness and analyze several successful attempts to address these challenges. In conclusion, we suggest that believable and effective behavior can be achieved through learning behavioral patterns from observation with subsequent automatic selection of winning acting strategies.
Keywords: Bolgar, content generation, virtual reconstruction, non-player characters, 3d models, artificial intelligence.

Development of a Visual Perception System for Game Agents in Video Games

Artyom Mikhailovich Primachenko, Murad Rustemovich Khafizov
506-531
Abstract:

The developed algorithm of the visual perception system for game agents, implemented in the Unity game engine, is presented. The proposed method is based on the comparison of images from two cameras, taking into account complex visual effects (lighting, shadows, camouflage), and supplemented with line-of-sight verification, taking into account the speed of the object, and the mechanics of gradual detection. Testing of the system has shown a significant increase in realistic detection compared to traditional methods, while maintaining performance within a small additional load on the processor. The algorithm was optimized using Unity Job System and dynamic camera activation. The scientific literature on similar solutions has also been analyzed and their strengths and weaknesses have been identified. The results can be applied in video game development to create realistic behavior of non-player characters, especially in games with stealth elements.

Keywords: video games, artificial intelligence, perception system, NPC, non-player characters, game agents, stealth mechanics, Unity, rendering, computer vision, optimization, game design.

Key Aspects of Developing a Game Design Document for Multiplayer Virtual Reality Games

Yuliya Alexeevna Karpeeva, Murad Rustemovich Khafizov
280-315
Abstract:

Unique aspects of game design documentation development for massively multiplayer online role-playing game in virtual reality (VR) are considered. Relevance and problems of designing such games are discussed, existing approaches to creating and adapting documentation for VR are described, and also such key issues in VR as network interaction, immersion, interaction of players and non-player characters controlled by artificial intelligence are defined. A methodological approach to the construction of a game design document for games of this genre is proposed, using the example of a technical specification of several games with a focus on structuring and standardizing the document. Future directions are discussed, including form-mal descriptions of game logic for scene portability, perspectives on auto-automated VR porting, and tools for auto-generation. Finally, the importance of standardizing technical specifications is emphasized and directions for further research are suggested.

Keywords: GDD, VR, MMORPG, Game Design, Immersive Experience, Virtual Reality, Automated Development, Network Architecture, User Experience, Documentation Standardization.
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Russian Digital Libraries Journal

ISSN 1562-5419

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