A player reputation system based on belief formation among Non-Player character societies in Open-World Role-Playing games

dc.authorscopusid58181761800
dc.authorscopusid16642447800
dc.authorscopusid46061007400
dc.contributor.authorKılıç, Hürevren
dc.contributor.authorKilic, Hurevren
dc.contributor.authorGuran, Aysun
dc.contributor.otherComputer Engineering
dc.date.accessioned2024-07-05T15:24:59Z
dc.date.available2024-07-05T15:24:59Z
dc.date.issued2023
dc.departmentAtılım Universityen_US
dc.department-temp[Aydin, Ali Murat; Guran, Aysun] Dogus Univ, Comp Engn Dept, Istanbul, Turkiye; [Kilic, Hurevren] Atilim Univ, Comp Engn Dept, Ankara, Turkiyeen_US
dc.description.abstractThe 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.citation0
dc.identifier.doi10.1016/j.entcom.2023.100565
dc.identifier.issn1875-9521
dc.identifier.issn1875-953X
dc.identifier.scopus2-s2.0-85152468409
dc.identifier.scopusqualityQ2
dc.identifier.urihttps://doi.org/10.1016/j.entcom.2023.100565
dc.identifier.urihttps://hdl.handle.net/20.500.14411/2488
dc.identifier.volume46en_US
dc.identifier.wosWOS:000965582300001
dc.identifier.wosqualityQ2
dc.language.isoenen_US
dc.publisherElsevier Sci Ltden_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectPlayer Reputation Systemen_US
dc.subjectNon-Player Character Societiesen_US
dc.subjectOpen-World Role Playing Gamesen_US
dc.subjectBelief Formationen_US
dc.titleA player reputation system based on belief formation among Non-Player character societies in Open-World Role-Playing gamesen_US
dc.typeArticleen_US
dspace.entity.typePublication
relation.isAuthorOfPublication27e7437e-ade6-4ff4-9395-851c0ee9f537
relation.isAuthorOfPublication.latestForDiscovery27e7437e-ade6-4ff4-9395-851c0ee9f537
relation.isOrgUnitOfPublicatione0809e2c-77a7-4f04-9cb0-4bccec9395fa
relation.isOrgUnitOfPublication.latestForDiscoverye0809e2c-77a7-4f04-9cb0-4bccec9395fa

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