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Non-Player Characters and Artificial Intelligence

Non-Player Characters and Artificial Intelligence

Gonçalo Pereira, António Brisson, João Dias, André Carvalho, Joana Dimas, Samuel Mascarenhas, Joana Campos, Marco Vala, Iolanda Leite, Carlos Martinho, Rui Prada, Ana Paiva
Copyright: © 2014 |Pages: 26
ISBN13: 9781466647732|ISBN10: 1466647736|EISBN13: 9781466647749
DOI: 10.4018/978-1-4666-4773-2.ch007
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MLA

Pereira, Gonçalo, et al. "Non-Player Characters and Artificial Intelligence." Psychology, Pedagogy, and Assessment in Serious Games, edited by Thomas M. Connolly, et al., IGI Global, 2014, pp. 127-152. https://doi.org/10.4018/978-1-4666-4773-2.ch007

APA

Pereira, G., Brisson, A., Dias, J., Carvalho, A., Dimas, J., Mascarenhas, S., Campos, J., Vala, M., Leite, I., Martinho, C., Prada, R., & Paiva, A. (2014). Non-Player Characters and Artificial Intelligence. In T. Connolly, T. Hainey, E. Boyle, G. Baxter, & P. Moreno-Ger (Eds.), Psychology, Pedagogy, and Assessment in Serious Games (pp. 127-152). IGI Global. https://doi.org/10.4018/978-1-4666-4773-2.ch007

Chicago

Pereira, Gonçalo, et al. "Non-Player Characters and Artificial Intelligence." In Psychology, Pedagogy, and Assessment in Serious Games, edited by Thomas M. Connolly, et al., 127-152. Hershey, PA: IGI Global, 2014. https://doi.org/10.4018/978-1-4666-4773-2.ch007

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Abstract

Serious Games rely on interactive systems to provide an efficient communication medium between the tutor and the user. Designing and implementing such medium is a multi-disciplinary task that aims at an environment that engages the user in a learning activity. User engagement is significantly related to the users’ sense of immersion or his willingness to accept the reality proposed by a game environment. This is a very relevant research topic for Artificial Intelligence (AI), since it requires computational systems to generate believable behaviors that can promote the users’ willingness to enter and engage in the game environment. In order to do this, AI research has been relying on social sciences, in particular psychology and sociology models, to ground the creation of computational models for non-player characters that behave according to the users’ expectations. In this chapter, the authors present some of the most relevant NPC research contributions following this approach.

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