Sökning: "non-player character"
Visar resultat 1 - 5 av 15 uppsatser innehållade orden non-player character.
1. Game Characters and Attachment : To what extent do interactions facilitate or promote the player’s attachment to a non-player character in a pet simulator game?
Kandidat-uppsats, Uppsala universitet/Institutionen för speldesignSammanfattning : In this study, we attempt to test whether more mechanics cause players to become more attached to a simulated pet over time. In order to find this out, we created a pet simulator game, split it into four versions with different levels of interaction for the player, going from no interaction to three discrete interactions. LÄS MER
2. How does the perceived personality traits affect a player's choice of non-player characters?
Magister-uppsats, Högskolan i Skövde/Institutionen för informationsteknologiSammanfattning : The personality traits of NPC characters are key elements in the complex interactions within games. This study, based on the Big Five personality theory, aims to explore how the perceived personality of NPC characters influences player choices. LÄS MER
3. The impact of integrating Artificial Intelligence into the video games industry. : A case study.
Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : Artificial Intelligence (AI) possesses the potential to profoundly reshape numerous established industries, including the video games industry. This transformative potential arises from algorithms that operate not only on a technical level, but also on a creative and artistic level, particularly with the advent of generative AI. LÄS MER
4. Training an Adversarial Non-Player Character with an AI Demonstrator : Applying Unity ML-Agents
Master-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskapSammanfattning : Background. Game developers are continuously searching for new ways of populating their vast game worlds with competent and engaging Non-Player Characters (NPCs), and researchers believe Deep Reinforcement Learning (DRL) might be the solution for emergent behavior. LÄS MER
5. Asynchronous Dialogue System
Kandidat-uppsats, Malmö universitet/Fakulteten för teknik och samhälle (TS)Sammanfattning : Conversations between the PC (player character) and NPCs (non-player characters) in conventional games are usually sequence-based. The NPC talks to a certain point before pending the player's input, sometimes consisting of several prepared actions displayed on the screen in order to advance the conversation. LÄS MER