Access Restriction

Author Thangarajah, John ♦ Zambetta, Fabio ♦ Luong, Bao
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format PDF ♦ HTM / HTML
Language English
Subject Keyword Role-playing games ♦ Computer games ♦ Game mastering
Abstract In this paper we describe an approach for developing an intelligent game master (GM) for computer role-playing games. The role of the GM is to set up the game environment, manage the narrative ow and enforce the game rules whilst keeping the players engaged. Our approach is to use the popular Belief-Desire-Intention (BDI) model of agents to developing a GM. We describe the process for creating such a GM and how we implemented a prototype of it for a scenario in the Neverwinter Nights (NWN) game. We describe the evaluation of our prototype with human participants who played the chosen NWN scenario both with and without the BDI GM. The comparison survey completed by the participants shows that the system with the BDI GM was the clear winner with respect to game replayability, flexibility, objective setting and overall interest; thus, validating our hypothesis that a BDI GM will provide game players with a better gaming experience.
Description Affiliation: School of Computer Science & IT, RMIT University, Melbourne, Australia (Luong, Bao; Thangarajah, John; Zambetta, Fabio)
Age Range 18 to 22 years ♦ above 22 year
Educational Use Research
Education Level UG and PG
Learning Resource Type Article
Publisher Date 2008-03-01
Publisher Place New York
Journal Computers in Entertainment (CIE) (CIE)
Volume Number 15
Issue Number 1
Page Count 16
Starting Page 1
Ending Page 16

Open content in new tab

   Open content in new tab
Source: ACM Digital Library