Inlämning av Examensarbete / Submission of Thesis

Bertil Jeppsson , pp. 50. TEK/avd. för programvaruteknik, 2008.

The work

Författare / Author: Bertil Jeppsson
beje05@student.bth.se
Titel / Title: AI-controlled life in Role-playing games
Översatt titel / Translated title: AI-kontrollerat liv i rollspel
Abstrakt Abstract:

Will more realistic behaviour among non-playing characters (NPCs) in a role-playing
game(RPG) improve the overall feeling of the game for the player? Would players notice
the enhanced life of a NPC in a role-playing game, or is the time spent in cities and
villages insufficient to notice any difference at all? There are plenty best-selling RPGs with
simplistic, repetitive NPC behaviour on the market. Does that mean that smarter NPCs is
not necessary and that an improvement of them wouldn't benefit the players' impression of
it? Or would some of these well recognised games get even better with a more evolved
AI?
These are some of the thoughts that created the initial spark of curiosity that inspired the
making of this article. By assuming that a more complex game AI for the NPCs will
improve the realism and feeling in a role-playing game, a research about possible
techniques to achieve this was made. The technique Smart Terrain was found most
beneficial for the purpose with this research. It's been used successfully in the well-selling
game The Sims and appeared to be a good choice for an NPC AI with the flexibility and
expandability it delivers. With a technique of great potential selected, a first version of an
AI using it was implemented as a module to the commercial RPG Neverwinter Nights
2(NWN2).
With the implemented Smart Terrain AI at hand, twelve testers got to compare this AI with
the one that is encountered in the original campaign of NWN2. As all the participants in the
test thought the new version of the AI more realistic than the original AI, the hypothesis
was proven to be true. The results gave a strong indication of that using the Smart Terrain
technique is a good choice to achieve higher realism among non-hostile NPCs in a RPG
like NWN2.

Ämnesord / Subject: Datavetenskap - Computer Science\Artificial Intelligence

Nyckelord / Keywords: Game AI, Role-playing game, Non-playing character, Smart Terrain, Realism

Publication info

Dokument id / Document id:
Program:/ Programme Spelprogrammering/Digital Game Development
Registreringsdatum / Date of registration: 06/25/2008
Uppsatstyp / Type of thesis: C-Uppsats

Context

Handledare / Supervisor: Johan Hagelbäck
johan.hagelback@bth.se
Examinator / Examiner: Guohua Bai
Organisation / Organisation: Blekinge Institute of Technology
Institution / School: TEK/avd. för programvaruteknik
S-372 25 Ronneby
+46 455 38 50 00

Files & Access

Bifogad uppsats fil(er) / Files attached: bachelor_thesis_revised_bertil_jeppsson.pdf (401 kB, öppnas i nytt fönster)