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Generation Technique of Dynamic Monster's Behavior Pattern Based on User's Behavior Pattern Using FuSM

Authors
김동주김정윤
Issue Date
Jun-2015
Publisher
차세대컨버전스정보서비스학회
Keywords
Game monster behavior patterns; Finite State Machine (FSM); Fuzzy algorithms; FuSM
Citation
차세대컨버전스정보서비스기술논문지, v.4, no.1, pp.9 - 18
Journal Title
차세대컨버전스정보서비스기술논문지
Volume
4
Number
1
Start Page
9
End Page
18
URI
https://scholarworks.bwise.kr/gachon/handle/2020.sw.gachon/11552
ISSN
2384-101X
Abstract
One of the most important items in game development is implementation of difficulty by AI (Artificial Intelligence) of NPC (Non Player Character). In particular, as a game, a form being used by multiple users, and has difficulty in its implementation. In this study, its objective is to increase a sense of immersion to game users by generating and providing NPC dynamic behavior pattern more suitable for a game in a way of grafting FuSM algorithm through utilization of finite state machine (FSM) and fuzzy algorithm that are artificial intelligence technique in hostile NPC behavior pattern algorithm among game difficulties.
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Kim, Jung Yoon
College of IT Convergence (Department of Game Media)
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