IADIS International Journal on Computer Science and Information Systems

Published by IADIS (International Association for Development of the Information Society) • ISSN (Online): 1646-3692 • ISSN (Print): 1646-3692
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Emotional Decision Making Response of Non-playable Characters in a Role-playing Game

Umair Azfar Khan. Graduate School of Information Science *
Electrical Engineering *
Kyushu Researcher *
* University Library, Kyushu University, Fukuoka, Japan. Yoshihiro Okada. Graduate School of Information Science and Electrical Engineering, Kyushu University Library, Kyushu University, Fukuoka, Japan. (Portugal)
* University Library, Kyushu University, Fukuoka, Japan. Yoshihiro Okada. Graduate School of Information Science and Electrical Engineering, Kyushu University Library, Kyushu University, Fukuoka, Japan. (Portugal)
* University Library, Kyushu University, Fukuoka, Japan. Yoshihiro Okada. Graduate School of Information Science and Electrical Engineering, Kyushu University Library, Kyushu University, Fukuoka, Japan. (Portugal)

Abstract

Role-Playing Games (RPGs) provide the user with a story where the decisions taken by the user move the story forward. Apart from the user, there are many Non-Playable Characters (NPCs) in the games that provide coherence to the overall story. These characters however have limited choices and functionality and always behave the same way in a game. The actions performed by the NPCs are never unexpected and we do not receive an emotional response from the NPCs. The authors propose a system where every character has some specific objectives and to achieve those objectives the character formulates a plan and acts on it accordin g to its defined ethical orientation. Once the plan has been created, there is a possibility that the character might behave emotionally to that plan based on its orientation. As a result, the user gets a dynamic system where every character has the possib ility of influencing a change which is governed by the mental makeup of the characters.

Keywords

Character creation genetic algorithm planning graph decision making agents.
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Funding: This research received academic dissemination support through ESCAP / JournalsHub publishing programs.
Conflicts of Interest: The authors declare no competing financial or institutional interests.
Peer Review: Double-blind peer reviewed by international subject specialists.
License: Creative Commons Attribution 4.0 International (CC BY 4.0).
How to Cite This Article
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Science, et al. (2014). Emotional Decision Making Response of Non-playable Characters in a Role-playing Game. IADIS International Journal on Computer Science and Information Systems, 9(2). https://doi.org/10.33965/ijcsis_2014_v9i2_05
Science, et al. "Emotional Decision Making Response of Non-playable Characters in a Role-playing Game." IADIS International Journal on Computer Science and Information Systems, vol. 9, no. 2, 2014. https://doi.org/10.33965/ijcsis_2014_v9i2_05
Science, et al. "Emotional Decision Making Response of Non-playable Characters in a Role-playing Game." IADIS International Journal on Computer Science and Information Systems 9, no. 2 (2014). https://doi.org/10.33965/ijcsis_2014_v9i2_05