This paper highlights the latest stage of an ongoing research project, primarily focussing on generating artificial anthropomorphic behaviour-sets for computer-generated non-player characters (NPCs). Building upon work presented in previous papers, this research highlights the latest results obtained from an investigation evaluating the anthropomorphism, (i.e. human-likeness) of several computer-controlled synthetic humans, controlled using artificial behaviour-sets generated by a new Artificial Intelligence mechanism, ‘Genetic Profiling’. In addition to providing an introduction to the new mechanism, this research also serves to highlight how Genetic Profiling can potentially be applied to investigative scenarios in Computer Science projects outside the recreational games related context largely used by this project.
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