Cyril Brom, Charles University in Prague
One challenge for games featuring large worlds with many non-player characters (NPCs) is to find a good balance between the consumption of computational resources and simulation believability. On the one hand, the cost of simulation of a whole world, including all the NPCs, is enormous. On the other hand, if one simulates just the proximity of a player, one asks for plausibility troubles. For instance, when a player is supposed to return to a once left area, NPCs and objects in this area may not be in a believable state—the area has not changed since it was left, ...