Simulating an Ecosystem - Exploring the possibility of generating terrain-dependent nonplayer character behaviour by using an evolutionary-based fuzzy cognitive map

dc.contributor.authorHABAGIL, BEN
dc.contributor.authorKÖRE, JONATHAN
dc.contributor.authorSCHWARTZ, ISAK
dc.contributor.authorSOLBERG, ALEXANDER
dc.contributor.authorSÖLVELAND, AUGUST
dc.contributor.authorZETTERLUND, ROBERT
dc.contributor.departmentChalmers tekniska högskola / Institutionen för data och informationstekniksv
dc.contributor.examinerObaid, Mohammad
dc.contributor.supervisorHeron, Michael
dc.date.accessioned2020-10-26T15:41:14Z
dc.date.available2020-10-26T15:41:14Z
dc.date.issued2020sv
dc.date.submitted2020
dc.description.abstractProviding 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.sv
dc.identifier.coursecodeDATX02sv
dc.identifier.urihttps://hdl.handle.net/20.500.12380/301962
dc.language.isoengsv
dc.setspec.uppsokTechnology
dc.subjectEcosystemsv
dc.subjectFuzzy Cognitive Mapsv
dc.subjectGenetic Algorithmssv
dc.subjectProcedural content generationsv
dc.subjectNon playable characterssv
dc.subjectOpen worldsv
dc.titleSimulating an Ecosystem - Exploring the possibility of generating terrain-dependent nonplayer character behaviour by using an evolutionary-based fuzzy cognitive mapsv
dc.type.degreeExamensarbete på kandidatnivåsv
dc.type.uppsokM2

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