Simulating an Ecosystem - Exploring the possibility of generating terrain-dependent nonplayer character behaviour by using an evolutionary-based fuzzy cognitive map
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Examensarbete på kandidatnivå
Program
Modellbyggare
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Sammanfattning
Providing immersive experiences in video games often proves to be difficult as rudimentary
Non-Playable Characters (NPCs) can appear repetitive to players. In an
attempt to address this issue, we used the game engine Unity to implement a behavioral
model using evolving Fuzzy Cognitive Maps (FCMs). An FCM is a weighted
directed graph where nodes represent concepts and edges determine their causality.
Through simulations in a procedural generated environment and usage of genetic
algorithms, we sought a correlation between the decision-making of animals and
their environment. As the animals’ FCMs processed input from the environment,
their decision making developed throughout several generations. Simulations, done
with three different environments, have shown that animals simulated in hostile environments
evolved to prioritise certain actions such as escaping as opposed to those
in peaceful environments. Evolved FCMs consistently performed better than their
predecessors and we concluded that our model could be used to successfully create
environment dependent decision making of NPCs in a video game setting.
Beskrivning
Ämne/nyckelord
Ecosystem, Fuzzy Cognitive Map, Genetic Algorithms, Procedural content generation, Non playable characters, Open world