Title:
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Generating anthropomorphic NPC controllers with genetic profiling
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This thesis highlights the research and findings of a PhD project designed to investigate whether
mimicry!, Genetic Programming and computer game technologies could be used to create
controllers for artificial humans that encourage anthropomorphic behaviour. From an initial
broad research focus, the project eventually concentrated on the anthropomorphic attributes of
behaviours demonstrated by Non-Player Characters (NPCs) used by computer games. In a
deliberate attempt to uncover a viable alternative to existing mechanisms, the project sought to
apply Artificial Intelligence systems more commonly used in academic Computer Science
research to a computer game context. As part of this research, a new Artificial Intelligence
mechanism was developed, (UK Patent Application No. 1012243.0), which combined elements
of Genetic Programming and mimicry. The new mechanism was subsequently dubbed 'Genetic
Profiling' and forms the core research presented herein.
To further investigate the Genetic Profiling mechanism a number of environments were required
either to act as evaluation test-beds or as an integral part of the new Artificial Intelligence
strategy by supplying raw behavioural data from real people. The iWorld concept outlined in
this document categorises these augmented environments, which could exist as physical, virtual
or mixed-reality entities. Several iWorlds were created for use by this project, including the
deployment of a Massive Multiuser Online (MMO) environment. Each was used to evaluate
different implementations of the Genetic Profiling mechanism, including several possible
strategies for generating and representing artificial behavioural data. Most of these iWorlds were
customised to evaluate the performance of generated NPC controllers with special regard to a
specific aspect of computer game design.
In addition to extensive quantitative testing, the anthropomorphic attributes of artificial Genetic
Profiling NPC controllers were evaluated qualitatively, using a bespoke testing strategy inspired
by the 'Turing Test' experiments. Furthermore, to provide additional grounding and
justification, models and theories from Psychology concerning human personalities were adapted
to allow better representation and analysis of generated behaviours. Inspired by this research,
the project proposes a hierarchical architecture describing the structure and contents of artificial
human personalities generated using the Genetic Profiling mechanism. By grounding the
artificial behaviours produced by Genetic Profiling in this way it was possible to identify sets of
rudimentary Traits in artificial personalities, based upon the behavioural content generated for
NPC controllers.
At the time of writing, in addition to a patent application the research performed by this project
and results from some of its investigations have provided content for a number of peer-reviewed
international conference and journal papers. Essentially, the research presented in this document
details the first-steps of a new paradigm for potentially allowing NPCs present in computer
games to behave more like human players. As such, based upon this initial ground-world, there
are several possible directions and augmentations that could potentially be made to the Genetic
Profiling mechanism, should this project be continued in the future.
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