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Despite advancements in AI for games in recent years, non-player characters (NPCs) still do not perceive the world in a realistic manner. NPC’s sense of hearing has been limited or ignored. Building on our previous work that saw the development of GrAF, a graph-based spatial sound framework capable of modelling the propagation of sound through complex three dimensional virtual environments in real-time, here we apply this method to NPCs, providing them with the ability to “perceive” sounds in a more realistic manner, ultimately leading to more realistic NPC behavior.
Author (s): Cowan, Brent; Kapralos, Bill; Collins, KC
Affiliation:
Ontario Tech University; University of Waterloo
(See document for exact affiliation information.)
Publication Date:
2020-08-06
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Cowan, Brent; Kapralos, Bill; Collins, KC; 2020; Realistic Auditory Artificial Intelligence: Spatial Sound Modelling to provide NPCs with Sound Perception [PDF]; Ontario Tech University; University of Waterloo; Paper 2-6; Available from: https://aes2.org/publications/elibrary-page/?id=20876
Cowan, Brent; Kapralos, Bill; Collins, KC; Realistic Auditory Artificial Intelligence: Spatial Sound Modelling to provide NPCs with Sound Perception [PDF]; Ontario Tech University; University of Waterloo; Paper 2-6; 2020 Available: https://aes2.org/publications/elibrary-page/?id=20876
@article{cowan2020realistic,
author={cowan brent and kapralos bill and collins kc},
journal={journal of the audio engineering society},
title={realistic auditory artificial intelligence: spatial sound modelling to provide npcs with sound perception},
year={2020},
number={2-6},
month={august},}