Top-down Behavior Planning for Real-life Simulation

  • Wei, Song (Dept. of Multimedia, Graduate School of Digital Image & Contents, Dongguk University) ;
  • Cho, Kyung-Eun (Dept. of Game & Multimedia Engineering, Dongguk University) ;
  • Um, Ky-Hyun (Dept. of Game & Multimedia Engineering, Dongguk University)
  • Published : 2007.12.30

Abstract

This paper describes a top-down behavior planning framework in a simulation game from personality to real life action selection. The combined behavior creating system is formed by five levels of specification, which are personality definition, motivation extraction, emotion generation, decision making and action execution. Along with the data flowing process in our designed framework, NPC selects actions autonomously to adapt to the dynamic environment information resulting from active agents and human players. Furthermore, we illuminate applying Gaussian probabilistic distribution to realize character's behavior changeability like human performance. To elucidate the mechanism of the framework, we situated it in a restaurant simulation game.

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