Development of scene description method of fighting game based on the protocol definition
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- TAKAHASHI Takuya
- Faculty of Systems Engineering, Wakayama University
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- TOKOI Kohe
- Faculty of Systems Engineering, Wakayama University
Bibliographic Information
- Other Title
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- プロトコル定義に基づく対戦ゲームのシーン記述法の開発(コンテンツ(ポスター),映像表現・芸術科学フォーラム2015)
- プロトコル定義に基づく対戦ゲームのシーン記述法の開発
- プロトコル テイギ ニ モトズク タイセン ゲーム ノ シーン キジュツホウ ノ カイハツ
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Abstract
In this study we have developed a notation of game scene based on the protocol definition. The purpose is to improve the productivity of the game development by separating the description of behavior selection of NPC (Non-Player-Character) from a game scenario. NPC, the autonomous character to act in the game, is not operated by the player. In battle scene of the game, each NPC has one of the states in five. The states are "Default," "Request-Action," "Send-Information," "Reflect-Value" and "Get-Information". NPC do the state transition by the "action selection". The action is selected by the motivation of the organic emotion based model.. The motivation is updated by the messaging between NPCs. Thus, each NPC repeat the state transition by biological relationships with other NPCs, and their autonomous behavior is generated.
Journal
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- ITE Technical Report
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ITE Technical Report 39.14 (0), 165-168, 2015
The Institute of Image Information and Television Engineers
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Details 詳細情報について
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- CRID
- 1390282679506982784
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- NII Article ID
- 110009937151
- 130007803404
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- NII Book ID
- AN1059086X
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- ISSN
- 24241970
- 13426893
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- NDL BIB ID
- 026301168
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- Text Lang
- ja
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- Data Source
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- JaLC
- NDL
- CiNii Articles
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- Abstract License Flag
- Disallowed