Each new generation, games present physics and ambiance closerto their inspirations in the external world (non-virtual reality).However, the non-playable human characters in these games sometimesdo not simulate the attitudes that a person would normallyperform in front of a certain situation. This case goes against theproposal of a physical and graphically realistic environment, withbehaviors and decision making not appropriate to the circumstancespresented. To solve the problem, it is proposed the developmentof a Human Behavior Simulation Model, planned to be used onnon-playable characters that will have constant contact with theplayer. This model was created based on concepts of Psychology,which were used to develop a personality that will be implementedin a character. To test the efficiency of the proposed model, it wasused in the development of Carlos, a character of a game prototype.Carlos went through a series of controlled situations, used as teststo validate the applicability of the model in non-playable characters.The result was a coherent simulation of human behavior, at the costof complexity in the application of the characteristics, described byCarlos’ personality, to the character inside the game.
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