One of the major challenges associated with making compelling virtual worlds for computer games is popu-lating them with intelligent characters. Most of today’s characters are mindless automatons that follow an in-flexible set of simple rules. Unfortunately, when we start to make characters try and think for themselves we can run into difficulties. For example, if we are not extra careful about how we represent a character’s knowledge we can deprive them of "common sense " as they reason about the effects of their actions. Another important issue we consider is how to provide a con-venient mechanism to allow the programmer to strike a balance between lots of fast pre-programmed behav-ior and more expensive ran-time decision making...
This paper posits the use of computer games as cognitive development tools that can provide players ...
Cognitive models can be used to generate the behavior of vir-tual players in simulation-based traini...
This paper deals with simulations of real-time interactive character behavior. The underlying idea i...
Cognitive modeling is a provocative new paradigm that paves the way towards intelligent graphical ch...
grantor: University of TorontoFor applications in computer game development and character ...
Proceeding of: IEEE Symposium on Computational Intelligence and Games 2009 (CIG-2009). Milano, Italy...
Cognitive modeling is a provocative new paradigm that paves the way towards intelligent graphical ch...
Based on the recent surge in interest in both academia and the games industry in character-based AI,...
Most computer game characters are either “talkers, ” i.e., they engage in dialogue with the player, ...
A theme of the symposium is to explore ways to employ AI to make games more appealing to people who ...
Creating believable virtual humans for use in interactive video games and other computer graphics ap...
Cognitive models can be used to generate the behavior of virtual players in simulation-based trainin...
The aim of this paper is to describe some theoretical considerations about virtual character design....
The MAS group at the DFKI is developing architectures for animated agents in virtual worlds. Within ...
The main aim of the chapter is to describe how cognitive models, developed using the ACT-R cognitive...
This paper posits the use of computer games as cognitive development tools that can provide players ...
Cognitive models can be used to generate the behavior of vir-tual players in simulation-based traini...
This paper deals with simulations of real-time interactive character behavior. The underlying idea i...
Cognitive modeling is a provocative new paradigm that paves the way towards intelligent graphical ch...
grantor: University of TorontoFor applications in computer game development and character ...
Proceeding of: IEEE Symposium on Computational Intelligence and Games 2009 (CIG-2009). Milano, Italy...
Cognitive modeling is a provocative new paradigm that paves the way towards intelligent graphical ch...
Based on the recent surge in interest in both academia and the games industry in character-based AI,...
Most computer game characters are either “talkers, ” i.e., they engage in dialogue with the player, ...
A theme of the symposium is to explore ways to employ AI to make games more appealing to people who ...
Creating believable virtual humans for use in interactive video games and other computer graphics ap...
Cognitive models can be used to generate the behavior of virtual players in simulation-based trainin...
The aim of this paper is to describe some theoretical considerations about virtual character design....
The MAS group at the DFKI is developing architectures for animated agents in virtual worlds. Within ...
The main aim of the chapter is to describe how cognitive models, developed using the ACT-R cognitive...
This paper posits the use of computer games as cognitive development tools that can provide players ...
Cognitive models can be used to generate the behavior of vir-tual players in simulation-based traini...
This paper deals with simulations of real-time interactive character behavior. The underlying idea i...