G-PY: A Game Playing AI to Simulate Real Time Close-Quarter Firefights Using 3D First-Person-Shooter Games

Author(s):  
Vishal Naidu ◽  
Jaspreet Kaur Bhamra ◽  
Adnan Ansari ◽  
Jignesh Sisodia
Author(s):  
Doo Heon Song ◽  
Seunghun Lee

Character attachment have been studied thoroughly from the view of psychology and media researches. In game playing, the player-avatar relationship is a form of character attachment and affects a good game design as well as management systems such as character customizing and in game purchasing policy. In this paper, we investigate such player-avatar relationship on the theme of team-based FPS where in general the attachment is not expected to be high. However, from the online survey for Tom Clancy’s Rainbow 6 Siege mania groups, we find that there are different character attachment patterns with respect to the role of players in the team–attacker, defender, and supporter. It shows that attackers think avatar as an ‘object, but the defenders show more ‘avatar as others’ than the attackers. The supporters show high responsibility for the avatar and their play style is most like ‘avatar as symbiote’ manner.


2008 ◽  
Vol 2008 ◽  
pp. 1-7 ◽  
Author(s):  
Mark Grimshaw ◽  
Gareth Schott

We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game world spatiality through acoustic shading, but the ideas presented here provide a framework to explore other immersive possibilities for game audio through real-time synthesis.


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