Action-based Character AI in Video-games with CogBots Architecture: A Preliminary Report
Davide Aversa, Stavros Vassos

TL;DR
This paper introduces CogBots, a modular architecture inspired by autonomous agent AI, for NPC behavior in video games, enhancing abstraction, reusability, and personalization, demonstrated through a navigation scenario under incomplete information.
Contribution
Proposes a novel architecture for NPC interaction in video games, emphasizing modularity and personalization, inspired by autonomous agent AI research.
Findings
Architecture improves NPC navigation under incomplete information
Enhances modularity and reusability of NPC behaviors
Demonstrates effective handling of obstacle scenarios
Abstract
In this paper we propose an architecture for specifying the interaction of non-player characters (NPCs) in the game-world in a way that abstracts common tasks in four main conceptual components, namely perception, deliberation, control, action. We argue that this architecture, inspired by AI research on autonomous agents and robots, can offer a number of benefits in the form of abstraction, modularity, re-usability and higher degrees of personalization for the behavior of each NPC. We also show how this architecture can be used to tackle a simple scenario related to the navigation of NPCs under incomplete information about the obstacles that may obstruct the various way-points in the game, in a simple and effective way.
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Taxonomy
TopicsArtificial Intelligence in Games · Human Motion and Animation · Video Analysis and Summarization
