{"id":192263,"date":"2017-08-02T16:50:03","date_gmt":"2017-08-02T16:50:03","guid":{"rendered":"http:\/\/healthmedicinet.com\/i\/new-tool-increases-adaptability-autonomy-of-skyrim-nonplayer-characters\/"},"modified":"2017-08-02T16:50:03","modified_gmt":"2017-08-02T16:50:03","slug":"new-tool-increases-adaptability-autonomy-of-skyrim-nonplayer-characters","status":"publish","type":"post","link":"http:\/\/healthmedicinet.com\/i\/new-tool-increases-adaptability-autonomy-of-skyrim-nonplayer-characters\/","title":{"rendered":"New tool increases adaptability, autonomy of &#8216;Skyrim&#8217; nonplayer characters"},"content":{"rendered":"<p>Computer science researchers at North Carolina State University and Universidade de Lisboa have developed a tool for use with the game Skyrim that can be used to create nonplayer characters (NPCs) that allow for more variability and flexibility in game play. The tool, called CIF-CK, is an artificial intelligence (AI) architecture program that uses social behavior models to make individual NPCs more reactive and adaptable to player behavior.<\/p>\n<p>&#8220;Most games now rely on scripts to govern NPC behavior,&#8221; says Arnav Jhala, an associate professor of computer science at NC State and co-author of a paper describing the work. &#8220;In other words, there are decision trees that dictate an NPC&#8217;s response to whatever the player is doing. That&#8217;s fairly limiting, and means that any two players that make the same decisions will have the same interactions with NPCs. We want to move beyond that, to a more immersive gaming experience. And Skyrim was the game we started with.&#8221;<\/p>\n<p>To develop CIF-CK, the researchers built on the Comme il-Faut (CIF) AI architecture model first developed at the University of California-Santa Cruz in 2012.<\/p>\n<p>The original CIF model used social science theory to predict how the behavior of one &#8220;agent&#8221; would affect how other agents viewed it. For example, if Agent A was nice to Agent B, and Agent X hated Agent B, then Agent X would be less likely to &#8220;like&#8221; Agent A.<\/p>\n<p>CIF-CK incorporates the approach of that model into its software, but extends it in two ways.<\/p>\n<p>First, all of the agents in CIF know about all of the other agents. That&#8217;s not necessarily true in CIF-CK &#8211; it&#8217;s up to the game developer. In short, each NPC will know as much (or as little) as the developer wants it to know.<\/p>\n<p>Second, CIF tracked changes in how agents viewed each other, but didn&#8217;t translate those perceptions into actions. E.g., Agent X may not like Agent A, but the original CIF model didn&#8217;t predict what Agent X would do about it. But CIF-CK allows NPCs to make actions based on how they view a player &#8211; and that, in turn, is based on what they know of the player&#8217;s interactions with other players and NPCs.<\/p>\n<p>The researchers have made a prototype of CIF-CK available on the online STEAM community site under the name &#8220;Social NPCs,&#8221; in part to see how the tool performed when used by Skyrim players. And the response has been positive, with the tool garnering more than 6,700 subscribers.<\/p>\n<p>&#8220;This work demonstrates that tools like CIF-CK can be implemented on a large scale,&#8221; Jhala says. &#8220;We&#8217;re now hoping to work with gaming companies and game developers to incorporate the CIF-CK approach into their development processes &#8211; or at least get inspired by it.<\/p>\n<p>&#8220;And, of course, we&#8217;re always working to make AI more expressive and capable of further enhancing the game-playing experience.&#8221;<\/p>\n<p>The paper, &#8220;CiF-CK: An Architecture for Social NPCs in Commercial Games,&#8221; will be presented at the IEEE Conference on Computational Intelligence and Games being held Aug. 22-25 in New York City. Lead author of the paper is Manuel Guimaraes, a graduate student at Universidade de Lisboa. The paper was co-authored by Pedro A. Santos of Universidade de Lisboa.\n<\/p>\n<p align=\"center\">###<\/p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Computer science researchers at North Carolina State University and Universidade de Lisboa have developed a tool for use with the game Skyrim that can be used to create nonplayer characters (NPCs) that allow for more variability and flexibility in game play. The tool, called CIF-CK, is an artificial intelligence (AI) architecture program that uses social <a class=\"read-more-link\" href=\"http:\/\/healthmedicinet.com\/i\/new-tool-increases-adaptability-autonomy-of-skyrim-nonplayer-characters\/\">Read More<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[],"class_list":["post-192263","post","type-post","status-publish","format-standard","hentry"],"_links":{"self":[{"href":"http:\/\/healthmedicinet.com\/i\/wp-json\/wp\/v2\/posts\/192263","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/healthmedicinet.com\/i\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/healthmedicinet.com\/i\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/healthmedicinet.com\/i\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/healthmedicinet.com\/i\/wp-json\/wp\/v2\/comments?post=192263"}],"version-history":[{"count":0,"href":"http:\/\/healthmedicinet.com\/i\/wp-json\/wp\/v2\/posts\/192263\/revisions"}],"wp:attachment":[{"href":"http:\/\/healthmedicinet.com\/i\/wp-json\/wp\/v2\/media?parent=192263"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/healthmedicinet.com\/i\/wp-json\/wp\/v2\/categories?post=192263"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/healthmedicinet.com\/i\/wp-json\/wp\/v2\/tags?post=192263"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}