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dc.contributor.authorNes, Håvardeng
dc.contributor.authorJensen, Arild Johaneng
dc.date.accessioned2008-11-10T09:16:28Z
dc.date.available2008-11-10T09:16:28Z
dc.date.issued2008eng
dc.date.submitted2008-05-15eng
dc.identifier.urihttp://hdl.handle.net/1956/2863
dc.description.abstractThe computer game industry has grown immensely in the last decade and artificial intelligence is an increasing part of game development. Personality in agents has been studied, but is not widely implemented in computer games. We developed the Personality Module, a component adding personality to agents, and implemented it in StateCraft, a software version of the board-game Diplomacy. This was evaluated both through simulations in all-agent games and through human testing. The results show that agent personality in a turn-based strategy game like StateCraft both affects the agents' performance and the gameplay experience.en_US
dc.format.extent2003814 byteseng
dc.format.mimetypeapplication/pdfeng
dc.language.isonobeng
dc.publisherThe University of Bergeneng
dc.subjectArtificial intelligenceeng
dc.subjectAIeng
dc.subjectPersonalityeng
dc.subjectGameseng
dc.subjectTurn-basedeng
dc.subjectReal-timeeng
dc.titleThe Personality Module. How Can Personality Affect Agents In a Turn-Based Strategy Game?eng
dc.typeMaster thesisen_US
dc.rights.holderThe authoren_US
dc.rights.holderCopyright the author. All rights reserveden_US
dc.description.localcodeINFO390
dc.description.localcodeMASV-INFO
dc.subject.nus735105eng
dc.subject.nsiVDP::Samfunnsvitenskap: 200::Biblioteks- og informasjonsvitenskap: 320::Informasjons- og kommunikasjonssystemer: 321nob
fs.subjectcodeINFO390


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