Generation Technique of Dynamic Monster's Behavior Pattern Based on User's Behavior Pattern Using FuSM
- Authors
- 김동주; 김정윤
- 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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