Extending Multi-Agent Coordination in

Neverwinter Nights

Many computer games include artificial intelligence components to control the opposition to the human player. When the opposition consists of multiple actors, they are often implemented as multiple instances of one agent. One such game is Neverwinter Nights. In this project, the behavior of the default agent and its limited communication with other agents are examined. Extensions to the agents. frameworks for representing capabilities, taking on team roles, communicating, and acting according to human "personality" are implemented, and applied to the domain of joint combat actions. Finally, the behavior of the extended agents is compared to that of the original agents on the bases of combat effectiveness and realism.

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