Homo Ludens – Technological foundations of “physical non-player characters”

Over the last few years, autonomous robot and assistance systems have undergone enormous development with increasingly profound impacts on the economy and society. Previous solutions were technically limited or highly specialized, for example in research or industrial production. In the near future, we expect to see further developments in robot technology involving a direct impact on our day-to-day lives, especially in terms of entertainment, learning support, and personal assistance. One of the fundamental technical tasks here is to implement versatile yet easily accessible and controllable approaches to effective communication with autonomous learning systems. Furthermore, there are also challenges from a practical applicability perspective in terms of acceptance of artificial individuals in our daily lives.

To solve these challenges, the project set out here aims to transfer “game engineering” methods from the virtual to the physical world. The focus here should be on investigating and implementing techniques of applied artificial intelligence (“game AI”), especially in terms of knowledge representation, behaviour control, and emotional intelligence. One of the core aspects here is the development of new “robot-compatible” approaches from the field of technical game design, in particular designing artificial personalities as “physical non-player characters”. During project execution, a technical software basis should be implemented to simplify the description of robot personalities and their behaviour patterns.

Prof. Bartosz von Rymon Lipinski

Project start

April 2017

Participants - collaboration

  • Thomas Adel (student assistant)
  • Prof. Bartosz von Rymon Lipinski (supervisor)