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Please use this identifier to cite or link to this item: http://hdl.handle.net/1820/9663
Title: CiF-CK: An Architecture for Social NPCs in Commercial Games
Authors: Guimaraes, Manuel
Santos, Pedro A.
Jhala, Arnav
Keywords: Games
Computer architecture
Artificial intelligence
Engines
Tools
PROM
Computational modeling
Issue Date: 2017
Publisher: IEEE
Citation: Manuel Guimarães, Pedro Santos, Arnav Jhala: “CiF-CK: An Architecture for Social NPCs in Commercial Games”, CiG 2017, New York, USA, IEEE Computer Society, 2017
Abstract: We present and describe CiF-CK — a social agent architecture that models reasoning about persistent social interactions to improve narrative engagement and play experience for human interactors. The architecture is inspired by McCoy et al’s Comme il-Faut (CiF) architecture that represented rich social interactions between agents that included emotions, social and relationship contexts, and longer term mood. The key contribution of this work is in adapting the richness of social interactions from CiF to a first-person interaction experience and a released distribution of its implementation on the Skyrim game engine. The released modification has been successful in the player community for the popular game.
URI: http://hdl.handle.net/1820/9663
Appears in Collections:1. RAGE Publications

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