Neverwinter Nights
Extending Multi-Agent Coordination in
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.