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From individual characters to large crowds: augmenting the believability of open-world games through exploring social emotion in pedestrian groups

机译:从个人角色到大批人群:通过探索行人群体的社交情感来增强开放世界游戏的可信度

摘要

Crowds of non-player characters improve the game-play experiences of open-world video-games. Grouping is a common phenomenon of crowds and plays an important role in crowd behaviour. Recent crowd simulation research focuses on group modelling in pedestrian crowds and game-designers have argued that the design of non-player characters should capture and exploit the relationship between characters. The concepts of social groups and inter-character relationships are not new in social psychology, and on-going work addresses the social life of emotions and its behavioural consequences on individuals and groups alike. The aim of this paper is to provide an overview of current research in social psychology, and to use the findings as a source of inspiration to design a social network of non-player characters, with application to the problem of group modelling in simulated crowds in computer games.
机译:非玩家角色的人群改善了开放世界视频游戏的游戏体验。分组是人群的普遍现象,在人群行为中起着重要作用。最近的人群模拟研究集中在行人人群中的群体建模上,游戏设计者认为,非玩家角色的设计应捕获并利用角色之间的关系。社交团体和角色间关系的概念在社会心理学中并不陌生,正在进行的工作解决了情感的社交生活及其行为对个人和团体的影响。本文的目的是概述社会心理学的最新研究,并以这些发现为设计非玩家角色的社交网络的灵感来源,并将其应用于模拟人群中的群体建模问题。电脑游戏。

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