A Study on Human like Characteristics in Real Time Strategy Games

Document type: Conference Papers
Peer reviewed: Yes
Full text:
Author(s): Johan Hagelbäck, Stefan J. Johansson
Title: A Study on Human like Characteristics in Real Time Strategy Games
Conference name: 2010 IEEE Conference on Computational Intelligence and Games (CIG)
Year: 2010
Publisher: IEEE
City: Copenhagen
Organization: Blekinge Institute of Technology
Department: School of Computing (Sektionen för datavetenskap och kommunikation)
School of Computing S-371 79 Karlskrona
+46 455 38 50 00
http://www.bth.se/com
Authors e-mail: jhg@bth.se
Language: English
Abstract: Computer controlled characters (NPCs) are important in any video game to make the game world interesting, give more depth to a game and make the game playable. In almost any game the player has to cooperate with, fight against or interact with NPCs. This is especially true for singleplayer games but NPCs are also important in most multi-player games. When creating NPCs the developers often strive to create human like characters that behave reasonably intelligent in most cases. We have performed a study aiming to give an idea of the characteristics of human like NPCs in real-time strategy (RTS) games. In the study participants were asked to watch a recording of an RTS game and decide and motivate if the players in the game were controlled by a human player or a computer. We recorded matches were human players played against bots as well as bots playing against other bots. The results were categorized into different groups and they showed that some characteristics, for example simultaneous movement, are perceived as very bot-like and other things such as ability to try different tactics are perceived as humanlike.
Subject: Computer Science\Artificial Intelligence
Digital Game Development\General
Keywords: RTS, gameplay, gameplay experience, artificial intelligence, computer games, games
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