A Simple Method for Evolving Large Character Social Networks (original) (raw)

We present a method for generating social networks for gameworlds with very many characters. The method, a generalization of the approach we employ in Talk of the Town, operates from a simple principle: characters' affinities for one another evolve as a function of the compatibility of their personalities and the amount of time they spend together. By this principle, friendships emerge as compatible characters interact more extensively and enmities emerge as incompatible characters do so. Beyond platonic affinity, our method evolves romantic feelings by the same principle (applied to romantic considerations). How exactly compatibility is defined (e.g., by operationalizing psychological, sociological, or artistic theories) may vary according to the goals of a particular project. In this paper, we describe our method in generalized terms that are agnostic to our specific application of it, so that interested readers may implement it in their own systems.