Our experience in creating non-player characters in virtual worlds

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Амир Ринатович Бакиров
Даниил Иванович Костюк
Евгений Николаевич Лазарев
Алина Робертовна Хафизова

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.

Article Details

Author Biographies

Амир Ринатович Бакиров

Bachelor of IVMiIT KFU, researcher in the Laboratory "Virtual and simulational technologies in biomedicine". Sphere of interests: programming, visualization, gaming, design.

Даниил Иванович Костюк

Researcher in the Laboratory "Virtual and simulational technologies in biomedicine". Sphere of interests: procedural generation, modelling, animation, rendering.

Евгений Николаевич Лазарев

Bachelor of Higher School ITIS, researcher in the Laboratory "Virtual and simulational technologies in biomedicine". Sphere of interests: morphological rules of connected objects placing for procedural generation in big virtual historical reconstructions, game and level design.

Алина Робертовна Хафизова

Graduated from the Faculty of Philology of the Kazan (Volga) Federal University (KFU), laboratory researcher of the laboratory "Virtual and simulational technologies in biomedicine". KFU. Sphere of interests: procedural modeling, compositing.

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