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TFG

Expert System for Behavioral Animation Decision-Making of NPCs in Video Games

Abstract

Programming video games require an enormous amount of knowledge and work that is usually transparent to end users. Of all this microcosmos involving the final product, the programmer is the key actor as the ultimate responsible to program a large number of events for the digital characters of the video game to perform certain actions.

The challenge now is to improve this process through behavioral techniques and routines that support autonomous decision-making, without direct intervention of the programmer. In this context, this project proposes the design, development and implementation of an expert system based on propositional logic for decision-making in video games. The system will not be linked to a specific game; conversely, it might be integrated into different games requiring rule-based behavioral models. To achieve this goal, the expert system will be comprised of a set of internal modules (knowledge base, inference engine, subsystem of state management, subsystem of decision-making, etc.) that will be applied to the autonomous and intelligent decision-making process for behavioral animation of the NPCs (non-player characters) in a video game. The determination of the most appropriate technologies for this purpose is also one of the goals of this project.

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