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Affective pathfinding in video games

Wybrane pełne teksty z tego czasopisma
Identyfikatory
Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
To allow player submerge in created environment of a video game, agents called Non-Player Characters (NPCs) should act believably. One of the most vital aspect, in case of NPCs is pathfinding. There are a few methods that allow change path finding algorithms to become more human-like. Yet, those are not considering many vital aspects of human decisions regarding path choosing. The main purpose of this paper is to present known approaches and show example of a new approach that wider considers psychological aspects of decision making in case of choosing a path.
Rocznik
Strony
23--29
Opis fizyczny
Bibliogr. 10 poz., 1 il. kolor.
Twórcy
autor
  • Lodz University of Technology, Łódź, Poland, Information Technology/Department of Technical Phisics Information Technology and Applied Mathematics/Institute of Information Technology, 90-924 Łódź, Wólczańska 215, Poland
autor
  • Lodz University of Technology, Łódź, Poland, Information Technology/Department of Technical Phisics Information Technology and Applied Mathematics/Institute of Information Technology, 90-924 Łódź, Wólczańska 215, Poland
  • Lodz University of Technology, Łódź, Poland, Information Technology/Department of Technical Phisics Information Technology and Applied Mathematics/Institute of Information Technology, 90-924 Łódź, Wólczańska 215, Poland
autor
  • Lodz University of Technology, Łódź, Poland, Information Technology/Department of Technical Phisics Information Technology and Applied Mathematics/Institute of Information Technology, 90-924 Łódź, Wólczańska 215, Poland
  • Lodz University of Technology, Łódź, Poland, Information Technology/Department of Technical Phisics Information Technology and Applied Mathematics/Institute of Information Technology, 90-924 Łódź, Wólczańska 215, Poland
Bibliografia
  • [1] Becker-Asano, C., WASABI: Affect simulation for agents with believable interactivity, Vol. 319, IOS Press, 2008.
  • [2] Daszuta, M., Szajerman, D., and Napieralski, P., Emotional intelligence in mobile games, 09 2017.
  • [3] Marcin Daszuta, Filip Wróbel, D. S. A. W., Adaptation of WASABI emotion engine for use in video games, Computer Game Innovations 2017, 2017.
  • [4] Mateusz Polewaczyk, Marcin Daszuta, D. S. A. W., Adaptation of FAtiMA emotion engine for use in computer games, Computer Game Innovations 2017, 2017.
  • [5] Marcin Daszuta, Krzysztof Stengert, D. S. A. W., EBDI emotion engine adaptation to video game applications, Computer Game Innovations 2017, 2017.
  • [6] Marcin Daszuta, Patryk Kochański, D. S. A. W., Adaptation of PSI emotion engine for use in video games, Computer Game Innovations 2017, 2017.
  • [7] Noori, A. and Moradi, F., Simulation and Comparison of Efficiency in Pathfinding algorithms in Games, Ciência e Natura, Vol. 37, No. 6-2, 2015.
  • [8] Algfoor, Z. A., Sunar, M. S., and Kolivand, H., A comprehensive study on pathfinding techniques for robotics and video games, International Journal of Computer Games Technology, Vol. 2015, 2015, pp. 7.
  • [9] Mocholí, J. A., Esteve, J. M., Jaén, J., Acosta, R., and Xech, P. L., An emotional path finding mechanism for augmented reality applications, In: International Conference on Entertainment Computing, Springer, 2006, pp. 13-24.
  • [10] Tan, C. T. and Cheng, H.-l., Personality-based Adaptation for Teamwork in Game Agents. In: AIIDE, 2007, pp. 37-42.
  • [11] Olsen, M. M., Harrington, K. I., and Siegelmann, H. T., Emotions for Strategic Real-Time Systems. In: AAAI Spring Symposium: Emotion, Personality, and Social Behavior, 2008, pp. 104-110.
Uwagi
Opracowanie rekordu w ramach umowy 509/P-DUN/2018 ze środków MNiSW przeznaczonych na działalność upowszechniającą naukę (2019).
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-ac42660e-9abd-44af-8037-6e77a207d74f
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