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DEEP Project 2006

<p>Oct 19, 2009 11:44 AM

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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.

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How to increase BELIEVABILITY

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The NPS are crucial ... are they believable and deep!

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currently they are not variable; &#160;they are boring, repetitive, contradictory.

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WANT &#160;realistic, autonomous, intelligent and emotional NPC's. &#160;

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combine 2 appraoches &#160;- &#160;1) game narrative &#160;and 2) &#160;autonomous character &#160;NPC.

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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>

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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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