Computational Media Design: Using Graph Data to Improve Non-Player Character Acting in Games

dc.contributor.advisorFinn, Patrick
dc.contributor.advisorJacob, Christian
dc.contributor.authorBrierley, Owen Douglas
dc.contributor.committeememberAycock, John
dc.contributor.committeememberSengupta, Pratim
dc.contributor.committeememberZhao, Richard
dc.contributor.committeememberLeblanc, Jean-Rene
dc.contributor.committeememberGuzdial, Matthew
dc.date2023-11
dc.date.accessioned2023-09-20T14:10:13Z
dc.date.available2023-09-20T14:10:13Z
dc.date.issued2023-09-14
dc.description.abstractThis thesis uses graph databases to enhance non-player character (NPC) behavior in computer games. The approach is tested in three discrete projects by developing and using the Neo4jConnector, a custom toolkit enabling novel bi-directional communication between real-time simulation data and server-based graph database long-term storage. The first project demonstrates the Neo4jConnector’s use in recording player movement as graph data and facilitating NPC movement playback from this data. The second project explores improving NPCs’ non-deterministic behaviors through q-learning, a reinforcement learning algorithm, and storing the resultant graph data in the server-based database. The third project investigates dynamically loading 3D geometry from a graph database in multi-scale cellular simulations, supporting intricate bioinformatics simulations necessitating non-deterministic agent actions. Emphasizing an artist’s approach to Computational Media Design, the research targets animators, game makers, bioinformatics researchers, and the growing field of games research. Through an elaborative design process, the thesis showcases the value of incorporating graph databases in game production environments, offering new opportunities to create more realistic and adaptive NPC behaviors that boost player engagement and improve the quality of simulations for future research.
dc.identifier.citationBrierley, O. D. (2023). Computational Media Design: using graph data to improve non-player character acting in games (Doctoral thesis, University of Calgary, Calgary, Canada). Retrieved from https://prism.ucalgary.ca.
dc.identifier.urihttps://hdl.handle.net/1880/117104
dc.identifier.urihttps://doi.org/10.11575/PRISM/41946
dc.language.isoen
dc.publisher.facultyGraduate Studies
dc.publisher.institutionUniversity of Calgary
dc.rightsUniversity of Calgary graduate students retain copyright ownership and moral rights for their thesis. You may use this material in any way that is permitted by the Copyright Act or through licensing that has been assigned to the document. For uses that are not allowable under copyright legislation or licensing, you are required to seek permission.
dc.subjectComputer Game Production
dc.subjectGraph Databases
dc.subjectNon-Player Character Acting
dc.subjectReinforcement Learning
dc.subject.classificationTheater
dc.subject.classificationBioinformatics
dc.subject.classificationComputer Science
dc.titleComputational Media Design: Using Graph Data to Improve Non-Player Character Acting in Games
dc.typedoctoral thesis
thesis.degree.disciplineComputational Media Design
thesis.degree.grantorUniversity of Calgary
thesis.degree.nameDoctor of Philosophy (PhD)
ucalgary.thesis.accesssetbystudentI do not require a thesis withhold – my thesis will have open access and can be viewed and downloaded publicly as soon as possible.
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