DOI QR코드

DOI QR Code

Procedural Quest Generation by NPC in MMORPG

MMORPG에서 NPC중심의 절차적 퀘스트 생성

  • 정보균 (홍익대학교 대학원 게임학과) ;
  • 조성현 (홍익대학교 대학원 게임학과) ;
  • 강신진 (홍익대학교 대학원 게임학과)
  • Received : 2014.01.10
  • Accepted : 2014.02.05
  • Published : 2014.02.20

Abstract

This paper tried to verify whether we can make NPCs generate emergent quests consistently by experiments in the persistent world of Role Playing Games where the persistent world can generate stories through interaction among game components. In this paper, we test NPC based procedural quest generation techniques assuming quest types suggested in the past research in the persistent virtual RPG world. Our system uses desire model of NPCs and dynamic resource management system to make decision of quest generation. Our decision process considers desire satisfaction, money deposit, and friendship of NPCs. These parameters are dynamically changed by quest completion status, and affect next quest generation process. This paper shows that NPCs in the persistent virtual world can generate quests based on procedural quest techniques consistently.

본 논문에서는 서사의 핵심 자원인 NPC 및 다양한 월드 자원들을 가진 가상의 영속적 RPG 월드에서 NPC들이 창발적인 퀘스트를 지속적으로 생성할 수 있는지 실험을 통하여 검증하고자 한다. 이를 위해 가상의 RPG 월드 환경과 선행 연구들의 퀘스트 유형을 상정하여, NPC의 내적 욕구와 다른 자원의 발견 사건을 통해 퀘스트를 생성하는 실험을 하였다. NPC의 퀘스트 생성 의사결정은 욕구 충족정도, 재화 보유 그리고 상호 관계를 변수로 하였으며, 이들 변수는 퀘스트의 수행 결과에 따라 지속적으로 다음 퀘스트 생성에 영향을 주도록 하였다. 본 연구를 통하여 영속적 가상 월드에서 NPC자원들이 절차적 의사 결정 과정을 통하여 다양한 퀘스트를 지속적으로 양산할 수 있음을 보여주었다.

Keywords

References

  1. Howard, J., "Quests: Design, Theory, and History in Games and Narratives", A.K. Peters, LTD, 2008.
  2. Chang, H-M and Soo, V-W, "Planning-based Narrative Generation in Simulated Game Universes", IEEE Transactions on Computational Intelligence and AI in Games, Vol 1, No. 3, pp. 200-213, 2009. https://doi.org/10.1109/TCIAIG.2009.2034638
  3. Porteous, J., Cavazza, M. and Charles, F., "Narrative Generation through Characters' Point of View", Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems, Vol. 1, pp. 1297-1304, 2010.
  4. Grey, J. and Bryson, J. J., "Procedural Quests: A Focus for Agent Interaction in Role-Playing-Games", Proceedings of the Symposium: AI & Games, pp. 3-10, 2011.
  5. Ji-Hun Lee, Sung Hyun Cho, Hyun-Soo Kim, "A Study on Users' Desire according to the Changes in the Result of Game Scenario", Journal of Korea Game Society, Vol. 7, No. 3, pp. 89-96, 2007.
  6. Dickey, M. D., "Game Design and Learning: A Conjectural Analysis of How Massively Multiple Online Role-playing Games (MMORPGs) Foster Intrinsic Motivation", Educational Technology Research and Development, Vol. 55, No. 3, pp. 253-273, 2007. https://doi.org/10.1007/s11423-006-9004-7
  7. Jae-Hong Lee, "The Research about Game Storytelling List Based on 4 Core Elements of Game", Journal of Korea Game Society, Vol. 9, No. 5, pp. 13-24, 2009.
  8. Santos, F. S. and Ramalho, G. L., "A Parametric Analysis and Classification of Quests in MMORPGs", Proceedings of SBGames 2012, pp. 119-123, 2012.
  9. Warhammer online, Electronic Arts, http:www.warhammeronline.com, 2008.
  10. Guildwars2, NCsoft, http://www.guildwars2.com, 2012.
  11. Togelius, Julian, et al., "Search-based Procedural Content Generation: A Taxonomy and Survey", IEEE Transactions on Computational Intelligence and AI in Games, Vol. 3, No. 3, pp. 172-186, 2011. https://doi.org/10.1109/TCIAIG.2011.2148116
  12. Doran, J. and Parberry, I., "A Prototype Quest Generator Based on a Structural Analysis of RPG Quests." Proceedings of the Second International Workshop on Procedural Content Generation in Games, pp. 1-8, June 28-28, 2011.
  13. Tomai, E., "Towards Adaptive Quest Narrative in Shared, Persistent Virtual Worlds", AAAI Technical Report WS-12-14, 2012.
  14. Aylett, Ruth, "Narrative in Virtual Environments towards Emergent Narrative", Proceedings of the AAAI Fall Symposium on Narrative Intelligence. pp. 83-86. 1999.
  15. Swartjes, Ivo and Mariet Theune, "A Fabula Model for Emergent Narrative", Technologies for Interactive Digital Storytelling and Entertainment. Springer Berlin Heidelberg, pp.49-60. 2006.
  16. Skyrim, Bethesda Softworks, http://www.elderscrolls.com/skyrim, 2011.
  17. Doran, J. and Parberry, I., "Towards Procedural Quest Generation : A Structural Analysis of RPG Quests", Technical Report LARC-2010-02, Laboratory for Recreational Computing, Dept. of Computer Science & Engineering, University of North Texas, 2010.
  18. Tae-Suk Kihl, "The Nature of Gamestorytelling as Action-Narrative", Journal of Korea Game Society, Vol. 11, No. 3, pp. 31-42, 2011.