We propose a game development framework capable of governing the behavior of complementary companions in a video game. A “complementary” action is contrasted with a mimicking action and is defined as any action by a friendly non-player character that furthers the player’s strategy. This is determined through a combination of both player-action and game-state prediction processes while allowing the AI companion to experiment. We determine the location of interest for companion actions based on a dynamic set of regions customized to the individual player.
AAAI Spring Symposium Series