Modeling Self-Adapting and Multicultural Non-Player Characters in Artificial Worlds

Samuel Marin

Modeling the behavior of Non-Player Characters (NPCs) so that they can act properly in an artificial world is a difficult, yet essential task in the development of modern computer games, often requiring never- ending adjustments of handwritten rules in a way to enable NPCs to perform well in the game world. This pa- per introduces an evolutionary method relying on high-level rule-based behaviors, genetic algorithms and speciation. By interconnecting these three areas, we pro- pose a technique that has the potential to provide multicultural NPCs with the ability to adapt themselves to an artificial world.

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