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Abstract(s)
A inteligência artificial (IA) tem desempenhado um papel importante nos videojogos,
especialmente na criação de experiências interativas mais imersivas e dinâmicas. Nestes
últimos anos, a combinação de videojogos com a IA generativa especializada em diálogos
permitiu que os desenvolvedores implementassem esta em personagens não jogáveis,
dando-lhes inteligência e personalidade para simular comportamentos e ações mais
humanas e realistas, e serem capazes de se adaptarem consoante as conversas com o
jogador.
Desta forma, este projeto propõe-se focar na investigação e análise do impacto da
implementação de inteligência artificial capaz de gerar diálogos dinâmicos nos videojogos.
O estudo concentra-se na personalização e no contexto de personagens não jogáveis (NPC),
em avaliar as interações com os jogadores e como é que a IA generativa afeta a experiência.
É pretendido testar diferentes ferramentas, com modelos de linguagem, no personagem não
jogável e compará-las de forma a obter a mais adequada, dinâmica e natural, com base nos
testes realizados.
Este projeto irá para isso abordar o processo de representação de uma das figuras históricas
importantes na história da Ilha da Madeira, o navegador Tristão Vaz de Teixeira, a qual lhe
foi dada a capitania de Machico, numa personagem NPC utilizando a ferramenta de IA
generativa com o melhor resultado de acordo com os testes realizados. Neste âmbito foi
desenvolvido um demo com um NPC representando Tristão Vaz de Teixeira com o qual é
possível conversar e saber um pouco da sua história. Este demo, que inclui o plugin com o
melhor resultado, foi depois testado e avaliado por um conjunto de utilizadores na Escola
Secundária de Machico, na ilha da Madeira, ou seja, por alunos do 10º ano, na disciplina de
História.
Artificial intelligence (AI) has played an important role in video games, especially in creating more immersive and dynamic interactive experiences. In recent years, the combination of video games with generative AI specialized in dialogue has allowed developers to implement it in non-playable characters, giving them intelligence and personality to simulate more human and realistic behaviors and actions, and being able to adapt depending on the conversations with the player. This report therefore aims to investigate and analyze the impact of implementing artificial intelligence capable of generating dynamic dialogues in video games. The study focuses on the personalization and context of non-playable characters (NPCs), evaluating interactions with players and how AI affects the experience. It is intended to implement different tools, with language models, on the non-playable character and compare them in order to obtain the most appropriate, dynamic and natural, based on the tests carried out. This project will therefore address the process of representing one of the important historical figures in the history of Madeira Island, the navigator Tristão Vaz de Teixeira, who was given the captaincy of Machico, in an NPC character using the generative IA tool with the best results according to the tests carried out. In this context, a demo was developed with an NPC representing Tristão Vaz de Teixeira, allowing us to talk and learn about their history. This demo, which includes the plugin with the best result, was then tested and evaluated by a group of users, that is, 10th year History students, at a school in Machico, on the island of Madeira.
Artificial intelligence (AI) has played an important role in video games, especially in creating more immersive and dynamic interactive experiences. In recent years, the combination of video games with generative AI specialized in dialogue has allowed developers to implement it in non-playable characters, giving them intelligence and personality to simulate more human and realistic behaviors and actions, and being able to adapt depending on the conversations with the player. This report therefore aims to investigate and analyze the impact of implementing artificial intelligence capable of generating dynamic dialogues in video games. The study focuses on the personalization and context of non-playable characters (NPCs), evaluating interactions with players and how AI affects the experience. It is intended to implement different tools, with language models, on the non-playable character and compare them in order to obtain the most appropriate, dynamic and natural, based on the tests carried out. This project will therefore address the process of representing one of the important historical figures in the history of Madeira Island, the navigator Tristão Vaz de Teixeira, who was given the captaincy of Machico, in an NPC character using the generative IA tool with the best results according to the tests carried out. In this context, a demo was developed with an NPC representing Tristão Vaz de Teixeira, allowing us to talk and learn about their history. This demo, which includes the plugin with the best result, was then tested and evaluated by a group of users, that is, 10th year History students, at a school in Machico, on the island of Madeira.
Description
Keywords
Educativo Figura Histórica Ia Generativa Interação Modelos de Linguagem Plugin Unity Videojogos