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Certainly Non-Player Characters (NPCs) can add richness to a game environment. A world without people (or at least humanoids) seems barren and artificial. People are often a major part of the setting of a game. Furthermore, watching NPCs perform and have a life out-side of their interactions with the main character makes them appear more reasonable and believable. NPCs can also be used to move forward the storyline of a game or provide emotional elements. Authoring NPCs can, however, be very laborious. At present, games either have a limited number of character profiles or are meticulously hand scripted. The authors describe an architecture, called CAROSA (Crowds with Aleatoric, Reactive, Opportunistic, and Scheduled Actions), that facilitates the creation of heterogeneous populations by using Microsoft Outlook R, a Parameterized Action Representation (PAR), and crowd simulator.
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