Abstract
This article describes a concept of artificial intelligence that simulates a behavior of non-player characters or NPCs based on the architecture of the mask model using the algorithm of trust and reputation. The mask model allows you to quickly create different behavioral models using a ready-made set of different character roles and relationships to different entities. The algorithm of trust and reputation changes calculation rules of character‘s actions over time depending on a player actions, thereby creating a dynamic and lively environment. Combining these two models gives an ability to configure different personalities with an extensive decision-making system. Article describes the decision-making algorithms, changes in a character’s reputation and an implementation example.
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