Survey of How Human Players Divert In-game Actions for Other Purposes: Towards Human-Like Computer Players

  • Sila Temsiririrkkul
  • Naoyuki Sato
  • Kenta Nakagawa
  • Kokolo Ikeda
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10507)

Abstract

Human-like behaviors are an important factor in achieving entertaining computer players. So far, the target of human-like behavior has been focused on actions in a game with the goal of winning. However, human behaviors might also be performed with other purposes not directly related to the game’s main objective. For example, in FPS games, some human players create illustrations or graffiti with a weapon (i.e., gun). In co-operative online FPS, when chat is not allowed in-game, some players shoot the nearest wall to warn an ally about danger. This kind of action for an indirect purpose is hard to reproduce with a computer player, but it is very important to simulate human behavior and to entertain human players. In this article, we present a survey of the possible actions in a game that are not directly related to the game’s main objective. Study cases of these behaviors are collected and classified by task and intention (i.e., warning, notification, provocation, greeting, expressing empathy, showing off, and self-satisfaction) and we discuss the possibility of reproducing such actions with a computer player. Furthermore, we show in experiments with multi-agent Q-learning that such actions with another purpose can emerge naturally.

Keywords

Human-likeness Entertainment Computer players Q-learning Multi-agent 

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Copyright information

© IFIP International Federation for Information Processing 2017

Authors and Affiliations

  • Sila Temsiririrkkul
    • 1
  • Naoyuki Sato
    • 1
  • Kenta Nakagawa
    • 1
  • Kokolo Ikeda
    • 1
  1. 1.Japan Advanced Institute of Science and TechnologyNomiJapan

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