Character behaviors in computer roleplaying games have a significant impact on game-play, but are often difficult for game authors to implement and adapt. We present a behavior model that requires no manual script writing. In this model, behaviors can be interrupted and resumed, they can transition to other behaviors depending on game events, and they can be chosen based on motivations. We have extended the generative pattern approach of ScriptEase to support behaviors. We describe an implementation of this model that generates scripting code for a commercial game, Neverwinter Nights.
Intelligent non-player characters that exhibit realistic ambient behaviors produce more captivating and immersive stories for the player. However, the creation of nonrepetitive and entertaining behaviors is challenging, since it involves writing complex custom scripting code for thousands of characters in a common game adventure. This demonstration describes the generation of motivational behavior scripts using generative behavior patterns with ScriptEase. We demonstrate interruptible and resumable motivational ambient and latent behaviors for a tavern scene in a custom Neverwinter Nights game module.
ScriptEase is a visual tool that enables game designers to create complex interactive stories for computer roleplaying games, without programming. In particular, ScriptEase automatically generates the scripting code for ambient and PCinteractive non-player character (NPC) behaviors from a set of behavior patterns. Without ScriptEase, a game designer would have to write scripting code manually to specify NPC behaviors. This demonstration describes the steps of generating complex and nonrepetitive ambient and PCinteractive behavior scripts using generative behavior patterns with ScriptEase. We show how ambient behavior patterns are used to regenerate and improve the behaviors of all ambient NPCs in the Prelude module of the BioWare Corp.'s Neverwinter Nights official campaign. We also demonstrate PCinteractive behaviors for a guard NPC in a custom Neverwinter Nights game module. With ScriptEase behavior patterns, game designers can easily and quickly populate a story with an engaging group of NPCs.
This paper describes a system that greatly simplifies the task of authoring new behaviors for virtual characters, including physical interactions between characters and other characters or objects. The system in implemented within Twig and allows users to interactively generate and test procedural controllers for characters, as well as triggering mechanisms and arbitration mechanisms for behaviors. It allows users to quickly add new behaviors, or reparameterize existing behaviors, without access to a motion capture studio or professional animators, making it a natural choice for AI researchers, particularly those operating within a university environment. Moreover, it allows a level of continuous parameterization that would be difficult to achieve with traditional animation techniques based on state machines and blending.
This demonstration describes the generation of ambient and latent NPC behavior scripts using generative behavior patterns with ScriptEase. Our behavior model supports behavior roles, a powerful mechanism that allows an NPC to change behavior sets during the story. Our motivation model for selecting ambient behaviors generates more realistic NPC behaviors and our novel collaboration protocol simplifies and extends the NPCs' collaborations with a broader range of NPCs. We demonstrate motivational ambient and latent behaviors for a guard NPC in a custom Neverwinter Nights game module. With ScriptEase, game authors can use, adapt, and create behavior patterns that generate complex, versatile, and engaging NPC behaviors.