game artificial intelligence

Machine learning methods for control of non-playable characters behaviour in multiplayer rpg

This article covers the problem of developing a control system for non-player characters in a multiplayer RPG. Commercial projects in the field of videogames and RPG (Role-Playing Game) projects in particular seldom use machine learning models for the implementation of character behaviour. The most common approach is to use primitive preprogrammed rules, or to implement a finite state machine. Such approaches ruin the immersion of playing with real creatures, since various predefined rules make the characters predictable.