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Automatic Customization of Non-Player Characters Using Players Temperament

机译:使用玩家的气质自动自定义非玩家角色

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摘要

Believability is a basic requirement for non-player characters of videogames. Players enjoy characters with personalities that reflect human behavior, specially if those personalities combine well with players' temperaments. This paper explains a model for customizing automatically non-player characters (NPC) according to the players temperament, which is obtained before the game session. The model uses Case-Based Reasoning and Ontologies to adapt the behavior of a NPC, which is the companion of a player character in the described example.
机译:可信度是视频游戏非玩家角色的基本要求。玩家喜欢具有能反映人类行为的个性的角色,特别是当这些个性与玩家的性情完美结合时。本文介绍了一种根据玩家气质自动自定义非玩家角色(NPC)的模型,该模型是在游戏会话之前获得的。该模型使用基于案例的推理和本体来适应NPC的行为,在所描述的示例中NPC是玩家角色的伴侣。

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