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2017 IEEE Symposium on Computers and Communications (ISCC) (2017)
Heraklion, Greece
July 3, 2017 to July 6, 2017
ISBN: 978-1-5386-1630-7
pp: 12-17
Laura A. Ripamonti , Dept. of Computer Science, Università di Milano, Italy
Silvio Gratani , Dept. of Computer Science, Università di Milano, Italy
Dario Maggiorini , Dept. of Computer Science, Università di Milano, Italy
Davide Gadia , Dept. of Computer Science, Università di Milano, Italy
Armir Bujari , Dept. of Mathematics, Università di Padova, Italy
ABSTRACT
Among the many uses of Artificial Intelligence techniques in video games, one particularly relevant from the perspective of the entertainment of the player is the ability to mimic believable behaviours in non-playing characters for first-person-shooter games. In our opinion, the solutions commonly adopted in the industry could be improved by simulating decision making under condition of incomplete information. To tackle this aspect, we propose a perspective approach that pairs behaviour trees to a simplified Publisher-Subscribers communication pattern.
INDEX TERMS
Artificial Intelligence, video game, group behaviour, agents, First Person Shooter games (FPSs), game design
CITATION

L. A. Ripamonti, S. Gratani, D. Maggiorini, D. Gadia and A. Bujari, "Believable group behaviours for NPCs in FPS games," 2017 IEEE Symposium on Computers and Communications (ISCC), Heraklion, Greece, 2017, pp. 12-17.
doi:10.1109/ISCC.2017.8024497
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