Posted by: darboidz | 11, February , 2008

NPC’s

npc stands for non playable character, npcs are characters a video game that the user dosnt controll insted the npc is controlled by the game itself using A.I which stands for artificial intelligence

the core tasks of an npc aresynchronization of synthetic speech and gesture, the expression of emotion and personality by means of body movement and facial expression

also the conversational behaviour of multiple characters possibly including the user and the design of artificial minds for synthetic characters

npcs character require data to move intelligently these are;

the data must cover

.identify all potential locations from where an enemy can easily shoot and hide

. the 3d topology analyser will dynamically identify all potential locations where one can shoot at a vip. you then be able to positiob body guards in order to cover these threats.

. the 3d topology analyser will dynamically identify the different ways to reach enemies to organize an opposite flank assault.

.to position your camera properly, the 3d topology analyser will identify the best perspective that gives you the best understanding of scen topology

accurate world navigation is also known as path-finding

world navigation is broken down into to areas these are know and world navigation and local navigation

world navigation handles all the rooms doors and general geograph ad works out how to get the play or character from point A to point B in the game world

then there is local navigation where you move the npc from where he is in the world to where he thinks he just heard a noise

i would say that local navigation is more dynamic that world navigation because in theory its harder to do. making the npcs come in contact with objects and changes with that the players changes i.e

nocking on a wall, this looks more realistic when done correctly as it makes the npcs seem more human

Flocking algorithms are the rules given to an NPC this has an effect the way the NPC acts and interacts with objects and other NPCS in the game world. flocking algorithms have three main rules.

Separation makes the NPC’s Avoid crowding with other npcs there is also alignment which Makes the NPC’s steer towards average heading of other NPC’s

finally there is Cohesion which makes npcs steer towards average position of other npcs in the gaming world.

A group of npcs working together as a unit inside a gaming enviroment

Peter Molyneux believes AI with change the way games are designed because over time our technology are processors and graphics cards become more powerfull eventually the graphics in games will reach a point where they are virtually real. and connot progress anymore. he thinks thats it is up the the ai to makes games better and more realistic he wants to makes the AI makes us feel emotions like a film or a book or even a person in real life would make us feel.

Emotions like love and friendship he wants us to bong with the characters in games. so that the games become more immersive and enjoyable and also leave an impact on the people playing them instead of oh lets just shoot 300 people. like most generic first person shooters that keep being plopped out by the like of microsoft which have no story at all i.e halo3

which only selling point realistically is the multiplayer which is poor at best.

Jess Crable thinks that balance is important in games because if a games AI is too realistic then the fun will be gone. if the game isnt fun then user will never want to play it and people will not buy the game. He also thinks that there should be variety and randomness in the games. he thins that there should be variety in some behaviors and also some unpredictability, as long as it is believable.

Chess is example of emergent gameplay because it has a set of rules that the computer follows. But the computer can play play the game anyway it wants but it must it stays within the rules and everytime you play you get a different game. you will never ever get the same game twice this is why is it is an emergent game

starcraft can be considerd an emergent gameplay game the user can go into skirmish and play the computer and the

computer builds a base and attacks just as a human player would do and you will never get the same game twice

another emergent game is command and conquer

both command and conquer generals and starcraft are real time strategy and can both be played against the computer in skirmish mode getting a different game everytime

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