The Impact of AI on NPC (Non-Player Character) Behavior
Abstract
The influence of the development of artificial intelligence on non-player character behavior in video games is analyzed. Emphasis is put on player interaction with NPCs from a designer’s perspective – how the interaction between real-life players and NPCs has changed over time, how the gamers’ expectations and designs of NPCs have evolved in return, and how NPCs have been controlled in video games since the creation of the gaming medium.The process of playing a video game involves interaction between a human player and a virtual game world. The player’s focus has gradually shifted to immersion and narrative elements, as graphics have improved and game worlds grown larger. The player begins perceiving game characters, including the non-player characters (NPCs), as real entities. As the industry matured, game narratives improved and games began successfully mimicking real life. However, key – non-player – characters jeopardized the otherwise believable atmosphere. This spawned an effort, on the part of the developers, to make NPCs more believable by making them seem intelligent and responsive, as though controlled by a real person. This sparked the birth of video game AI. For the purpose of a video game, an artificial intelligence controlling an agent must create or imitate its behavior. This creates the need to make decisions – time-slices of choosing the behavior. This decision making process, deeply rooted in an agent’s implementation, contributes to the development of the overall character of the agent. Since then, much research has been directed towards the creation of NPCs that seem more believable by adopting various tactics – from means of overt behavior, to more complex and layered strategies. These research approaches, however, oftentimes neglect the influence of the players. In video games, player character – NPC character interaction is a two-way street.
Keywords AI, NPC behavior, player interaction, game design, immersion, narrative elements, decision-making, character development