Realistic NPCs in Video Games Using Different AI Approaches
dc.contributor.author | Pihlgren, Gustav Grund | |
dc.contributor.author | Nilsson, Martin | |
dc.contributor.author | Larsson, Mikael | |
dc.contributor.author | Olsson, Oskar | |
dc.contributor.author | Foughman, Tobias | |
dc.contributor.author | Gustafsson, Victor | |
dc.contributor.department | Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers) | sv |
dc.contributor.department | Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers) | en |
dc.date.accessioned | 2019-07-03T14:23:39Z | |
dc.date.available | 2019-07-03T14:23:39Z | |
dc.date.issued | 2016 | |
dc.description.abstract | This bachelor thesis describes the process of creating an AI for realistic NPCs. It compares different approaches used to implement AI in order to try to convey their advantages and disadvantages to contribute towards the creation of more immersive NPCs in video games. The work was divided into two main categories: The first to create a video game in which to implement NPCs and the other to create an AI to control these NPCs. A variety of different implementations were investigated during the course of this project and are discussed in this report, and a game was created to test one of them. | |
dc.identifier.uri | https://hdl.handle.net/20.500.12380/245348 | |
dc.language.iso | eng | |
dc.setspec.uppsok | Technology | |
dc.subject | Informations- och kommunikationsteknik | |
dc.subject | Data- och informationsvetenskap | |
dc.subject | Information & Communication Technology | |
dc.subject | Computer and Information Science | |
dc.title | Realistic NPCs in Video Games Using Different AI Approaches | |
dc.type.degree | Examensarbete för kandidatexamen | sv |
dc.type.degree | Bachelor Thesis | en |
dc.type.uppsok | M2 | |
local.programme | Software Engineering (300 hp) |
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