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Showing 1 to 12 of 12 for “"non-player characters"”.

  1. Realistic Dialogue Engine for Video Games

    … thesis, a method is proposed to allow a human player to interact with non-player characters using natural-language input. By using various techniques of modern Artificial Intelligence such as information retrieval and sentiment analysis, non-player characters have the capability of engaging in …

    uwo Repository record for Realistic Dialogue Engine for Video Games (opens in a new tab)

  2. Generating narrative through intelligent agents in digital games

    … how to create story-based games that allow the player to have a variety of experiences if the game is played more than once, preferably without burdening the designer with a prohibitive workload. In this project, I approach the problem of creating a game with a mutable narrative from an AI …

    mit Repository record for Generating narrative through intelligent agents in digital games (opens in a new tab)

  3. Dynamic Procedural Music Generation from NPC Attributes

    … this problem, which generates thematic music for non-player characters (NPCs) based on developer-defined attributes in real time and responds to the dynamic relationship between the player and target NPC.</p> <p>The system was evaluated by means of user study: participants confront four NPC bosses …

    calpoly Repository record for Dynamic Procedural Music Generation from NPC Attributes (opens in a new tab)

  4. Interactive Narrative for Adaptive Educational Games: Architecture and an Application to Character Education

    … scripted branched narrative and evolving non-player characters. The student model aims to provide adaptation. The dynamic generated narrative forms a continuous story that glues the scripted teaching moments together. The evolving agents increase the realism and believability of the …

    whiterose Repository record for Interactive Narrative for Adaptive Educational Games: Architecture and an Application to Character Education (opens in a new tab)

  5. Physics Engine on the GPU with OpenGL Compute Shaders

    … processing artificial intelligence (AI) for non-player characters (NPC), to the physics, and issuing draw calls; and all of these have to be done within roughly 0.0167 seconds to maintain real-time performance of 60 frames per second (fps). The main goal of this thesis is to move the physics …

    calpoly Repository record for Physics Engine on the GPU with OpenGL Compute Shaders (opens in a new tab)

  6. Comparing the Performance and Preference of Students Experiencing a Reading Aloud Accommodation to those who do not on a Virtual Science Assessment

    … students use an "avatar" to interact with non-player characters (NPCs), artifacts, embedded clues and "sci-tools" in order to help solve the problems of the townspeople. In an attempt to increase students' success on assessments, SAVE science places students in an environment where they can …

    temple Repository record for Comparing the Performance and Preference of Students Experiencing a Reading Aloud Accommodation to those who do not on a Virtual Science Assessment (opens in a new tab)

  7. Modelling Human Behaviour for Believable NPCs

    This thesis explores modelling believability for non-player characters (NPC) when fulfilling the role typically reserved for human players in the first-person shooter (FPS) genre. Numerous experiments are conducted, which are focused on acquiring specific data on gameplay patterns and behaviours …

    southwales Repository record for Modelling Human Behaviour for Believable NPCs (opens in a new tab)

  8. Enhancing player experience in computer games: A computational Intelligence approach.

    … experience that often involves the human player interacting with the non-player characters in the game which are in turn controlled by the game artificial intelligence. Research in game AI has traditionally been focused on improving its competency. However, a competent game AI does not …

    nus Repository record for Enhancing player experience in computer games: A computational Intelligence approach. (opens in a new tab)

  9. Assessing the utility of Virtual Reality technology to challenge Intolerance of Uncertainty in adolescents with Autistic Spectrum Disorder and implications for educational settings

    … stressful to be rehearsed in a safe and non-threatening space. <br/><br/>Two post-primary schools with 21 adolescents aged between 11 – 14 years participated in the study. In order to monitor anxiety levels in terms of coping with IU and provide comparative data to investigate the …

    qu-belfast Repository record for Assessing the utility of Virtual Reality technology to challenge Intolerance of Uncertainty in adolescents with Autistic Spectrum Disorder and implications for educational settings (opens in a new tab)

  10. Social Modeling in Computational Simulations: Racial and Ethnic Representation in Videogames and Virtual Reality Systems

    … four simulation components—(1) environments, (2) player characters, (3) non-player characters, and (4) content structures. The upshot is a framework featuring 16 novel design strategies, each with prompts for critical reflection [191], examples from existing systems, and theorized consequences of …

    mit Repository record for Social Modeling in Computational Simulations: Racial and Ethnic Representation in Videogames and Virtual Reality Systems (opens in a new tab)

  11. E-AI an emotion architecture for agents in games & virtual worlds

    Characters in games and virtual worlds continue to gain improvements in both their visual appearance and more human-like behaviours with each successive generation of hardware. One area that seemingly would need to be addressed if this evolution in human-like characters is to continue is in the …

    wlv Repository record for E-AI an emotion architecture for agents in games & virtual worlds (opens in a new tab)

  12. A higher education case: millennial experience toward learning through a virtual world designed as an authentic learning environment

    … co-create a game, test the game by role-play as non player characters with a random student player, experience game development requirements, and reflect upon lessons learned. The research study took place at a mid-size private university in a Midwest metropolitan suburb. Participants included …

    wayne-thes Repository record for A higher education case: millennial experience toward learning through a virtual world designed as an authentic learning environment (opens in a new tab)