University of Hertfordshire

By the same authors

Intrinsically motivated general companion NPCs via Coupled Empowerment Maximisation

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Standard

Intrinsically motivated general companion NPCs via Coupled Empowerment Maximisation. / Guckelsberger, Christian; Salge, Christoph; Colton, Simon.

2016 IEEE Conference on Computational Intelligence and Games, CIG 2016. IEEE Computer Society, 2017. 7860406.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Harvard

Guckelsberger, C, Salge, C & Colton, S 2017, Intrinsically motivated general companion NPCs via Coupled Empowerment Maximisation. in 2016 IEEE Conference on Computational Intelligence and Games, CIG 2016., 7860406, IEEE Computer Society, 2016 IEEE Conference on Computational Intelligence and Games, CIG 2016, Santorini, Greece, 20/09/16. https://doi.org/10.1109/CIG.2016.7860406

APA

Guckelsberger, C., Salge, C., & Colton, S. (2017). Intrinsically motivated general companion NPCs via Coupled Empowerment Maximisation. In 2016 IEEE Conference on Computational Intelligence and Games, CIG 2016 [7860406] IEEE Computer Society. https://doi.org/10.1109/CIG.2016.7860406

Vancouver

Guckelsberger C, Salge C, Colton S. Intrinsically motivated general companion NPCs via Coupled Empowerment Maximisation. In 2016 IEEE Conference on Computational Intelligence and Games, CIG 2016. IEEE Computer Society. 2017. 7860406 https://doi.org/10.1109/CIG.2016.7860406

Author

Guckelsberger, Christian ; Salge, Christoph ; Colton, Simon. / Intrinsically motivated general companion NPCs via Coupled Empowerment Maximisation. 2016 IEEE Conference on Computational Intelligence and Games, CIG 2016. IEEE Computer Society, 2017.

Bibtex

@inproceedings{5725f09848464f99a271c08299d8a33f,
title = "Intrinsically motivated general companion NPCs via Coupled Empowerment Maximisation",
abstract = "Non-player characters (NPCs) in games are traditionally hard-coded or dependent on pre-specified goals, and consequently struggle to behave sensibly in ever-changing and possibly unpredictable game worlds. To make them fit for new developments in procedural content generation, we introduce the principle of Coupled Empowerment Maximisation as an intrinsic motivation for game NPCs. We focus on the development of a general game companion, designed to support the player in achieving their goals. We evaluate our approach against three intuitive and abstract companion duties. We develop dedicated scenarios for each duty in a dungeon-crawler game testbed, and provide qualitative evidence that the emergent NPC behaviour fulfils these duties. We argue that this generic approach can speed up NPC AI development, improve automatic game evolution and introduce NPCs to full game-generation systems.",
author = "Christian Guckelsberger and Christoph Salge and Simon Colton",
year = "2017",
month = feb,
day = "21",
doi = "10.1109/CIG.2016.7860406",
language = "English",
booktitle = "2016 IEEE Conference on Computational Intelligence and Games, CIG 2016",
publisher = "IEEE Computer Society",
address = "United States",
note = "2016 IEEE Conference on Computational Intelligence and Games, CIG 2016 ; Conference date: 20-09-2016 Through 23-09-2016",

}

RIS

TY - GEN

T1 - Intrinsically motivated general companion NPCs via Coupled Empowerment Maximisation

AU - Guckelsberger, Christian

AU - Salge, Christoph

AU - Colton, Simon

PY - 2017/2/21

Y1 - 2017/2/21

N2 - Non-player characters (NPCs) in games are traditionally hard-coded or dependent on pre-specified goals, and consequently struggle to behave sensibly in ever-changing and possibly unpredictable game worlds. To make them fit for new developments in procedural content generation, we introduce the principle of Coupled Empowerment Maximisation as an intrinsic motivation for game NPCs. We focus on the development of a general game companion, designed to support the player in achieving their goals. We evaluate our approach against three intuitive and abstract companion duties. We develop dedicated scenarios for each duty in a dungeon-crawler game testbed, and provide qualitative evidence that the emergent NPC behaviour fulfils these duties. We argue that this generic approach can speed up NPC AI development, improve automatic game evolution and introduce NPCs to full game-generation systems.

AB - Non-player characters (NPCs) in games are traditionally hard-coded or dependent on pre-specified goals, and consequently struggle to behave sensibly in ever-changing and possibly unpredictable game worlds. To make them fit for new developments in procedural content generation, we introduce the principle of Coupled Empowerment Maximisation as an intrinsic motivation for game NPCs. We focus on the development of a general game companion, designed to support the player in achieving their goals. We evaluate our approach against three intuitive and abstract companion duties. We develop dedicated scenarios for each duty in a dungeon-crawler game testbed, and provide qualitative evidence that the emergent NPC behaviour fulfils these duties. We argue that this generic approach can speed up NPC AI development, improve automatic game evolution and introduce NPCs to full game-generation systems.

UR - http://www.scopus.com/inward/record.url?scp=85015408388&partnerID=8YFLogxK

U2 - 10.1109/CIG.2016.7860406

DO - 10.1109/CIG.2016.7860406

M3 - Conference contribution

BT - 2016 IEEE Conference on Computational Intelligence and Games, CIG 2016

PB - IEEE Computer Society

T2 - 2016 IEEE Conference on Computational Intelligence and Games, CIG 2016

Y2 - 20 September 2016 through 23 September 2016

ER -