Designing the behaviour of non player characters (NPC), in role-playing video games, is a hard problem both from the programming point of view and from behaviour modelling considerations. We tackle these hurdles with the interaction oriented approach, promoted by the IODA-CoCoA project. It enables us to propose a generic engine suitable to several contexts. This engine is combined with an action selection mechanism based on motivations. This mechanism provides means to define several NPC behaviours by tuning the motivation parameters without new programming code. Our proposition constitutes a behavioural engine dedicated to the modelling of situated character behaviour. Thanks to its genericity, this engine can be used in various environment (ie games) and for various agents, since it adapts to individual specificities and abilities while proposing a diversity in designed behaviours.
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