A Player Reputation System Based on Belief Formation Among Non-Player Character Societies in Open-World Role-Playing Games

dc.authorscopusid 58181761800
dc.authorscopusid 16642447800
dc.authorscopusid 46061007400
dc.contributor.author Aydin, Ali Murat
dc.contributor.author Kilic, Hurevren
dc.contributor.author Guran, Aysun
dc.contributor.other Computer Engineering
dc.date.accessioned 2024-07-05T15:24:59Z
dc.date.available 2024-07-05T15:24:59Z
dc.date.issued 2023
dc.department Atılım University en_US
dc.department-temp [Aydin, Ali Murat; Guran, Aysun] Dogus Univ, Comp Engn Dept, Istanbul, Turkiye; [Kilic, Hurevren] Atilim Univ, Comp Engn Dept, Ankara, Turkiye en_US
dc.description.abstract The present work is an attempt to design and implement an artificial game environment that provides infor-mation dissemination among Non-Player Characters (NPCs) of Open-World Role-Playing Game communities. Based on the perspective that an NPC is a mobile, communicating, cooperative agent that has autonomy and learning ability, and shows socialness in its virtual environment, it was possible to experiment and observe the impacts of human player-generated events on NPCs' social learning. By means of introducing different tuneable NPC autonomy and socialness parameter values, it is ensured that information and NPC opinions about the player not only spread over the society, but they also help develop player reputation among NPCs.The defined primitives such as NPCs' self and group-model views; event valuation and reputation models; established learning, memorization, forgetting mechanisms; the introduced information exchange and update protocol; and reputation metric provided for the construction of a tuneable, scalable virtual environment that can be used to investigate the individual and social behavioural aspects of artificial NPC societies. In this virtual environment, it is shown that player's reputation converges to fixed values. This is noteworthy since it is an indicator of societal learning and belief formation through NPC communications in the game environment. en_US
dc.identifier.citationcount 0
dc.identifier.doi 10.1016/j.entcom.2023.100565
dc.identifier.issn 1875-9521
dc.identifier.issn 1875-953X
dc.identifier.scopus 2-s2.0-85152468409
dc.identifier.scopusquality Q2
dc.identifier.uri https://doi.org/10.1016/j.entcom.2023.100565
dc.identifier.uri https://hdl.handle.net/20.500.14411/2488
dc.identifier.volume 46 en_US
dc.identifier.wos WOS:000965582300001
dc.identifier.wosquality Q2
dc.institutionauthor Kılıç, Hürevren
dc.language.iso en en_US
dc.publisher Elsevier Sci Ltd en_US
dc.relation.publicationcategory Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı en_US
dc.rights info:eu-repo/semantics/closedAccess en_US
dc.scopus.citedbyCount 1
dc.subject Player Reputation System en_US
dc.subject Non-Player Character Societies en_US
dc.subject Open-World Role Playing Games en_US
dc.subject Belief Formation en_US
dc.title A Player Reputation System Based on Belief Formation Among Non-Player Character Societies in Open-World Role-Playing Games en_US
dc.type Article en_US
dc.wos.citedbyCount 0
dspace.entity.type Publication
relation.isAuthorOfPublication 27e7437e-ade6-4ff4-9395-851c0ee9f537
relation.isAuthorOfPublication.latestForDiscovery 27e7437e-ade6-4ff4-9395-851c0ee9f537
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