This is a remastered version of a research presentation from my time in university, focusing on enhancing patrol techniques in video games using graph-based methods. Through randomized trials in a self-made game developed in Unity, I explored how simple graph structures can create more dynamic and engaging gameplay as well as support procedurally generated environments.
I believe I was mostly inspired by Metal Gear Solid or Hitman games. Other famous examples include the Assassin's Creed, Batman: Arkham, Deus Ex, Dishonored, and Splinter Cell series.
This was not directly tied to my research itself, but was rather a project as part of a "Serious Games" course in undergrad. For some reason, I really latched onto "essentially" as a filler word in this talk.
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This presentation was originally uploaded at [ Ссылка ] on 2017-06-13 and the original description is copied verbatim below.
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This talk was given by undergraduate Ryan Gibson during the 11th Annual Computer Science Undergraduate Research Symposium in 2016. Ryan's research was supervised by Dr. Diane Pozefsky.
"Graph-Based Patrol Techniques for Use in Video Games"
Currently, most video games with stealth mechanics have enemy characters follow simple “patrol-chase-search” behavior trees with fixed, predefined routes and/or patrol points. We propose and evaluate several alternative patrol techniques that utilize a underlying graph structure in order to promote more dynamic and engaging gameplay.
Ryan Gibson is a sophomore pursuing majors in computer science and mathematics. He is currently enrolled in Diane Pozefsky’s Serious Games course, and his research interests revolve around artificial intelligence and graph theory.
cs.unc.edu/academics/undergraduate/symposium/symposium-2017/
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