Bibliographic citations
Guizado, C., Fernández, D. (2022). Algoritmo de toma de decisiones para la generación de historias en videojuegos usando técnicas de machine learning [Tesis, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/660711
Guizado, C., Fernández, D. Algoritmo de toma de decisiones para la generación de historias en videojuegos usando técnicas de machine learning [Tesis]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2022. http://hdl.handle.net/10757/660711
@misc{renati/400173,
title = "Algoritmo de toma de decisiones para la generación de historias en videojuegos usando técnicas de machine learning",
author = "Fernández Samillán, Diego",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2022"
}
The present proposal, “Decision-making algorithm for generating stories in video games using Machine Learning Techniques“, aims to design and develop a video game that has multiple story lines without the need for developers to implement them manually. Automating the development of the story of a video game helps reduce development costs and times, since it reduces the work of the developer team, in addition to allowing the development of a video game with thousands of different story lines. Although it has been possible to create methods to automate the generation of different video game content such as levels, maps, characters, melodies, graphics, among others, there is still no commercially viable way to generate video game stories. We proposed a solution that could be used commercially. To achieve this, we decompose the possible actions into atomic actions, and we endow each non-playable character (NPC) with a machine learning model, so that they are able to make their own decisions in the game world, so that each one decides how to act. procedurally. If NPCs behave differently, then events will happen differently. To build the machine learning model with which the NPCs will make decisions, we use Q-Learning, an algorithm belonging to the reinforcement learning paradigm. Unlike other algorithms, this one is model-free, which means that it does not require a model of the environment to work. Nor does it require that a dataset be provided beforehand, it only needs a set of agents (the NPCs), that they can execute actions, and that they receive feedback on their performance. Due to all this, this algorithm is very well suited to our case.
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