DEEP Project 2006
<p>Oct 19, 2009 11:44 AM
 
This paper describes the <b>DEEP project (Dialogs taking into
account Experience, Emotions and Personality, adapted to computer
games), which started in June 2006.</b> The aim of the project is to provide
generic solutions for the integration of <b>autonomous Non Player Charac-
ters (NPCs) in next-generation adventure games. DEEP NPCs, equipped
with a personality and a believable emotional engine,</b> will use context-
based information from the game environment and the player behavior
to provide entertaining, rich and relevant dialogs.
 
How to increase BELIEVABILITY
 
The NPS are crucial ... are they believable and deep!
 
currently they are not variable;  they are boring, repetitive, contradictory.
 
WANT  realistic, autonomous, intelligent and emotional NPC's.  
 
combine 2 appraoches  -  1) game narrative  and 2)  autonomous character  NPC.
 
Events in the game are perceived as stimuli by the NPC Model. This model
results from the autonomous NPC approach. It triggers a decision process in
response to the stimuli, and takes into account <b>NPCs’ Personality and Emo-
tional state .</b>
 
Building a user model to improve the design of games is not a new idea [1]
[18] [14], but in these approaches, it is mainly the player as a human being which
is modeled. In our very pragmatic approach, we design the model of the player
as its avatar in the game, registering its history and experience in the game
universe.
 
 
 
 
 
 
 
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