From Individual Characters to Large Crowds: Augmenting the Believability of Open-World Games through Exploring Social Emotion in Pedestrian Groups

نویسندگان

  • Olivier Szymanezyk
  • Patrick Dickinson
  • Tom Duckett
چکیده

Crowds of non-player characters improve the game-play experiences of open-world video-games. Grouping is a common phenomenon of crowds and plays an important role in crowd behaviour. Recent crowd simulation research focuses on group modelling in pedestrian crowds and game-designers have argued that the design of non-player characters should capture and exploit the relationship between characters. The concepts of social groups and inter-character relationships are not new in social psychology, and on-going work addresses the social life of emotions and its behavioural consequences on individuals and groups alike. The aim of this paper is to provide an overview of current research in social psychology, and to use the findings as a source of inspiration to design a social network of non-player characters, with application to the problem of group modelling in simulated crowds in computer games.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Attack on the Clones: Managing Player Perceptions of Visual Variety and Believability in Video Game Crowds

Crowds of non-­‐player characters are increasingly common in contemporary video games. It is often the case that individual models are re-­‐used, lowering visual variety in the crowd and potentially affecting realism and believability. This paper explores a number of approaches to increase visual diversity in large game crowds, and discusses a procedural solution for generating diverse non-­‐pl...

متن کامل

Enhancing the Believability of Character Behaviors Using Non-Verbal Cues

Characters are vital to large video game worlds as they bring a sense of life to the world. However, background characters are known to rarely exhibit any sign of motivated behavior or emotional state. We want to change this by assigning these characters emotions that can be identified through their non-verbal behavior. We feel the addition of emotion will allow players to feel more connected t...

متن کامل

Believable Behaviour of Background Characters in Open World Games

This dissertation explores the notion of believability of non-player characters (NPCs) in “open world” games. The focus lies specifically on “background” characters which exist simply to provide a backdrop for the game. It is hoped that with increased believability, the video game industry could deliver even more engaging and immersive gameplay experiences. A hypothesis was envisaged which sugg...

متن کامل

A Framework for Modeling Social Groups in Agent-Based Pedestrian Crowd Simulations

Grouping is a common phenomenon in pedestrian crowds and social groups can have significant impacts on crowd behavior. Despite its importance, how to model social groups in pedestrian crowd simulations is still an open and challenging issue. This paper presents a framework for modeling social groups in agent-based pedestrian crowd simulations. The developed framework integrates agent behavior m...

متن کامل

Affective Gaming in Education, Training and Therapy: Motivation, Requirements, Techniques

Games are being increasingly used for educational and training purposes, because of their unique ability to engage students, and to provide customized learning and training protocols. In addition, games are being developed for health-related education and training, for cognitive and motor rehabilitation, and, more recently, for psychotherapy. Emotion plays a central role in learning, in the tra...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2011