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Implementation strategies for battle AI and its usage to increase replayability in action RPG games that focus on PVE combat

Implementierungsstrategien für Kampf-KI und deren Einsatz zur Erhöhung der Wiederspielbarkeit in Action-RPG-Spielen mit Fokus auf PVE-Kämpfen

  • The aim of this bachelor thesis is to find out how the use of artificial intelligence, specifically the one used in combat situations, can increase the playing time or even the replay value of games in the action role-playing genre. Thereby, it focuses mainly on combat situations between a player and an artificial intelligence. To begin with, this bachelor thesis examines the action role-playing genre in order to find a suitable definition for it. Accordingly, action role-playing games involve titles that send the player on a hero’s journey-like adventure in which they must prove their skills in combat against virtual opponents. The greatest challenge of these real-time battles comes from the required quick reflexes, skill queries and hand-eye coordination. Next, six means of increasing the replayability of a game are explored: Experience and Nostalgia, Variety and Randomness, Goals and Completion, Difficulty, Learning, and Social Aspect. The paper then proceeds to give an explanation for the term Artificial Intelligence and examines the various methods used to create intelligent behavior as well as the general advancement of the research field. Special attention is given to the implementation methods of Finite State Machines and Behavior Trees, as they are the most widely used methods for creating behavioral patterns of virtual characters. Finally, a study conducted as part of the bachelor thesis is described, which compares a mathematically balanced artificial intelligence with a behaviorally balanced one in terms of game performance regarding the willingness of test subjects to purchase and play through the game as well as its replay value. The thesis concludes with the findings that while the behavioral approach is more promising than the mathematical approach, a combination of the two methods ultimately leads to the best outcome. Furthermore, the study shows that the use of artificial intelligence to individualize gaming experiences is promising for the future of the gaming industry.

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Metadaten
Author:Tina Kießling
Advisor:Alexander Marbach, Manuel Heinzig
Document Type:Bachelor Thesis
Language:English
Year of Completion:2022
Granting Institution:Hochschule Mittweida
Release Date:2023/03/27
GND Keyword:Videospiel; Rollenspiel; Künstliche Intelligenz
Page Number:137
Institutes:Angewandte Computer‐ und Bio­wissen­schaften
DDC classes:006.3 künstliche Intelligenz
Open Access:Frei zugänglich
Licence (German):License LogoUrheberrechtlich geschützt