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Paper Abstract and Keywords
Presentation 2026-03-02 14:23
Design of Combat Experience Through NPC Behavior Control Using Game AI
Chai Haoyuan, Nagae Takanori (Tokyo Polytechnic Univ)
Abstract (in Japanese) (See Japanese page) 
(in English) When playing action games, the combat is more realistic because the enemies change their behaviors according to the conditions of the combat. In actual playing, the majority of enemies use static scripts that render combat unchanging. This study of enemy combat design based on the artificial intelligence of games aims to examine how enemy combat action plans change during combat. Villain behavior is controlled through a behavior tree, and it has four phases which are based on movement patterns, awareness of threats, and simple environmental checks. Villains go through the phases of battle as it progresses, and they do not engage in repetitive behaviors. Certain stages of combat see enemies in close proximity working together, giving rise to situations of individual actions combined with group fighting. The method allows designers to modify the combat dynamics without redesigning the master plan of an enemy in every situation.
Keyword (in Japanese) (See Japanese page) 
(in English) Boss Battle Experience / Behavior Control / Multi-Phase Design / Enemy AI / Action Games / / /  
Reference Info. ITE Tech. Rep., vol. 50, pp. 106-109, March 2026.
Paper #  
Date of Issue 2026-02-23 (AIT) 
ISSN Online edition: ISSN 2424-1970
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Conference Information
Committee AIT IIEEJ AS CG-ARTS  
Conference Date 2026-03-02 - 2026-03-02 
Place (in Japanese) (See Japanese page) 
Place (in English) Tokyo Polytechnic Univ. (Nakano) 
Topics (in Japanese) (See Japanese page) 
Topics (in English) Expressive Japan 2026 
Paper Information
Registration To AS 
Conference Code 2026-03-AIT-IIEEJ-AS-ARTS 
Language Japanese 
Title (in Japanese) (See Japanese page) 
Sub Title (in Japanese) (See Japanese page) 
Title (in English) Design of Combat Experience Through NPC Behavior Control Using Game AI 
Sub Title (in English)  
Keyword(1) Boss Battle Experience  
Keyword(2) Behavior Control  
Keyword(3) Multi-Phase Design  
Keyword(4) Enemy AI  
Keyword(5) Action Games  
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Keyword(7)  
Keyword(8)  
1st Author's Name Chai Haoyuan  
1st Author's Affiliation Tokyo Polytechnic University (Tokyo Polytechnic Univ)
2nd Author's Name Nagae Takanori  
2nd Author's Affiliation Tokyo Polytechnic University (Tokyo Polytechnic Univ)
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Speaker Author-1 
Date Time 2026-03-02 14:23:00 
Presentation Time 12 minutes 
Registration for AS 
Paper # AIT2026-68 
Volume (vol) vol.50 
Number (no) no.7 
Page pp.106-109 
#Pages
Date of Issue 2026-02-23 (AIT) 


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