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From caveman to gentleman: a CiF-based social interaction model applied to conan exiles

Published: 26 August 2019 Publication History

Abstract

Even though modern video games present rich storytelling and high graphical fidelity, they are still lacking in rich non-scripted NPC social interactions. In this work we present an extension of the Comme il Faut (CiF) and CiF-CK social interaction models, where we added emotions and a emotion appraisal process based on the OCC model of emotion and also added a belief system that models the social network values that the NPCs expect regarding the other NPCs' relationships. A version of the new model, which we named Comme il Faut - Exiles (CiF-Ex), was implemented in the AAA game Conan Exiles using their modding tools and validated. The results were noteworthy: the users enjoyed the game more and tended to spend more time near CiF-Ex enabled NPCs. The majority of the users preferred CiF-Ex NPCs, versus the vanilla NPCs. CiF-Ex NPCs were perceived as more believable and less predictable.

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Cited By

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  • (2024)Managing and controlling digital role-playing game elements: A current state of affairsEntertainment Computing10.1016/j.entcom.2024.10070851(100708)Online publication date: Sep-2024
  • (2023)Towards an Understanding of Character BelievabilityProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3582466(1-9)Online publication date: 12-Apr-2023
  • (2022)Socially Interactive Agents in GamesThe Handbook on Socially Interactive Agents10.1145/3563659.3563675(493-526)Online publication date: 27-Oct-2022
  • Show More Cited By

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cover image ACM Other conferences
FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital Games
August 2019
822 pages
ISBN:9781450372176
DOI:10.1145/3337722
© 2019 Association for Computing Machinery. ACM acknowledges that this contribution was authored or co-authored by an employee, contractor or affiliate of a national government. As such, the Government retains a nonexclusive, royalty-free right to publish or reproduce this article, or to allow others to do so, for Government purposes only.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 August 2019

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Author Tags

  1. artificial intelligence
  2. non-player character
  3. social interaction
  4. social model
  5. video game

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FDG '19

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FDG '19 Paper Acceptance Rate 46 of 124 submissions, 37%;
Overall Acceptance Rate 152 of 415 submissions, 37%

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Cited By

View all
  • (2024)Managing and controlling digital role-playing game elements: A current state of affairsEntertainment Computing10.1016/j.entcom.2024.10070851(100708)Online publication date: Sep-2024
  • (2023)Towards an Understanding of Character BelievabilityProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3582466(1-9)Online publication date: 12-Apr-2023
  • (2022)Socially Interactive Agents in GamesThe Handbook on Socially Interactive Agents10.1145/3563659.3563675(493-526)Online publication date: 27-Oct-2022
  • (2021)Pedagogical Challenges in Social Physics AuthoringInteractive Storytelling10.1007/978-3-030-92300-6_4(34-47)Online publication date: 4-Dec-2021
  • (2020)Scheherazade’s Tavern: A Prototype For Deeper NPC InteractionsProceedings of the 15th International Conference on the Foundations of Digital Games10.1145/3402942.3402984(1-9)Online publication date: 15-Sep-2020

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