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A BDI Game Master Agent for Computer Role-Playing Games

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Published:01 March 2017Publication History
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Abstract

In this paper we describe an approach for developing an intelligent game master (GM) for computer role-playing games. The role of the GM is to set up the game environment, manage the narrative ow and enforce the game rules whilst keeping the players engaged. Our approach is to use the popular Belief-Desire-Intention (BDI) model of agents to developing a GM. We describe the process for creating such a GM and how we implemented a prototype of it for a scenario in the Neverwinter Nights (NWN) game. We describe the evaluation of our prototype with human participants who played the chosen NWN scenario both with and without the BDI GM. The comparison survey completed by the participants shows that the system with the BDI GM was the clear winner with respect to game replayability, flexibility, objective setting and overall interest; thus, validating our hypothesis that a BDI GM will provide game players with a better gaming experience.

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      • Published in

        cover image Computers in Entertainment
        Computers in Entertainment   Volume 15, Issue 1
        Theoretical and Practical Computer Applications in Entertainment
        Spring 2017
        92 pages
        EISSN:1544-3574
        DOI:10.1145/3026723
        Issue’s Table of Contents

        Copyright © 2017 ACM

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        New York, NY, United States

        Publication History

        • Published: 1 March 2017
        • Accepted: 1 May 2014
        • Revised: 1 January 2014
        • Received: 1 February 2013

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