CiF-CK: An Architecture for Social NPCs in Commercial Games

Manuel Guimarães, Pedro A. Santos, Arnav Jhala

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

Abstract

We present and describe CiF-CK — a social agent architecture that models reasoning about persistent social interactions to improve narrative engagement and play experience for human interactors. The architecture is inspired by McCoy et al’s Comme il-Faut (CiF) architecture that represented rich social interactions between agents that included emotions, social and relationship contexts, and longer term mood. The key contribution of this work is in adapting the richness of social interactions from CiF to a first-person interaction experience and a released distribution of its implementation on the Skyrim game engine. The released modification has been successful in the player community for the popular game.
Original languageEnglish
Title of host publication2017 Conference on Computational Intelligence in Games
PublisherIEEE
Publication statusPublished - 2017
Externally publishedYes
Event2017 Conference on Computational Intelligence in Games - New York University, New York, United States
Duration: 22 Aug 201725 Aug 2017
http://www.cig2017.com/

Conference

Conference2017 Conference on Computational Intelligence in Games
Abbreviated titleCiG2017
CountryUnited States
CityNew York
Period22/08/1725/08/17
Internet address

Keywords

  • Games
  • Computer architecture
  • Artificial intelligence
  • Engines
  • Tools
  • PROM
  • Computational modeling

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    Cite this

    Guimarães, M., Santos, P. A., & Jhala, A. (2017). CiF-CK: An Architecture for Social NPCs in Commercial Games. In 2017 Conference on Computational Intelligence in Games IEEE.