Agitation System in Assassin's Creed Nexus

View at publisher
Authors: Lisa Ridley
Cited by: 0

Abstract

Our emotional responses to the environment are instinctive. A friendly wave might prompt us to wave back with a smile, or it could make us feel uneasy. Repetitive actions might irritate us, and forgiveness may not come easily. These reactions are part of our human nature, guiding our next steps. In video games, especially in virtual reality (VR), where the sense of presence is heightened, it is essential that non-player characters (NPCs) exhibit similar reactions to maintain the game’s realism. The Agitation System developed for Assassin’s Creed Nexus VR solves this problem. It allows NPCs to have a temporary memory of the player’s actions, using a calculated value based on the action’s intensity to determine the NPC’s response. The solution developed is described in this chapter.

Fields of Study & Subjects

Artificial Intelligence in Games Digital Games and Media Virtual Reality Applications and Impacts

Publication details

Journal / source
CRC Press eBooks
Pages
33–40
Publication date
4 March 2026
Language
EN
Document type
Book chapter