Thesis Generación automática de historias secundarias de NPCs utilizando algoritmos evolutivos
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Date
2018-11
Authors
Journal Title
Journal ISSN
Volume Title
Program
Ingeniería Civil Informática
Departament
Campus
Campus Casa Central Valparaíso
Abstract
En el mundo actual, el área de la inteligencia artificial aplicada en videojuegos crece a pasos agigantados: desde un programa capaz de jugar ajedrez hasta un personaje de un juego capaz de tomar decisiones, la inteligencia artificial ha estado presente en el desarrollo de los videojuegos casi desde su inicio. En esta memoria se busca aportar al desarrollo de videojuegos optimizando el modelo de tres capas propuesto por [García-Ortega et al., 2016] para la generación de historias de Non-Player Characters (NPCs) (a través del surgimiento del monomito). Para esto se propone mejorar la capa de computación evoluva reemplazando el algoritmo genético utilizado actualmente por una estrategia evolutiva, encontrando mejores soluciones en menos evaluaciones.
In today’s world, the area of artificial intelligence applied in video games is growing by leaps and bounds: from a program capable of playing chess to a character in a game capable of making decisions, artificial intelligence has been present in the development of video games since the beginning. This thesis seeks to contribute to the development of video games by optimizing the three-layer model proposed by [García-Ortega et al., 2016] for the generation of NPCs stories (through the emergence of monomyth). For this, it is proposed to improve the layer of evolutionary computation replacing the genec algorithm currently used by an evolutionary strategy, finding better solutions in fewer evaluations.
In today’s world, the area of artificial intelligence applied in video games is growing by leaps and bounds: from a program capable of playing chess to a character in a game capable of making decisions, artificial intelligence has been present in the development of video games since the beginning. This thesis seeks to contribute to the development of video games by optimizing the three-layer model proposed by [García-Ortega et al., 2016] for the generation of NPCs stories (through the emergence of monomyth). For this, it is proposed to improve the layer of evolutionary computation replacing the genec algorithm currently used by an evolutionary strategy, finding better solutions in fewer evaluations.
Description
Keywords
Videojuegos, Inteligencia artificial, Computación evolutiva
