Each new generation, games present physics and ambiance closer
to their inspirations in the external world (non-virtual reality).
However, the non-playable human characters in these games sometimes
do not simulate the attitudes that a person would normally
perform in front of a certain situation. This case goes against the
proposal of a physical and graphically realistic environment, with
behaviors and decision making not appropriate to the circumstances
presented. To solve the problem, it is proposed the development
of a Human Behavior Simulation Model, planned to be used on
non-playable characters that will have constant contact with the
player. This model was created based on concepts of Psychology,
which were used to develop a personality that will be implemented
in a character. To test the efficiency of the proposed model, it was
used in the development of Carlos, a character of a game prototype.
Carlos went through a series of controlled situations, used as tests
to validate the applicability of the model in non-playable characters.
The result was a coherent simulation of human behavior, at the cost
of complexity in the application of the characteristics, described by
Carlos’ personality, to the character inside the game.
O Computer on the Beach é um evento técnico-científico que visa reunir profissionais, pesquisadores e acadêmicos da área de Computação, a fim de discutir as tendências de pesquisa e mercado da computação em suas mais diversas áreas.