Artificial intelligence in games is typically used for creating player’s opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cumbersome task that needs experienced designers. Our research aims to assist designers in this task. Behaviours typically use recur-ring patterns, so that experience and reuse are crucial aspects for behavior design. The use of hierarchical state machines allows working on different abstraction levels, sharing transi-tions and reusing pieces from the more detailed levels. How-ever, the static nature of the design process does not release the designer from the burden to completely specify each be-haviour. Our approach applies Case-Based Reasoning (CBR) techniques to retrie...
In the context of game development, there is always the need for describing behaviors for various en...
Open-world computer games present the players with a large degree of freedom to interact with the vi...
The field of game AI is largely industry driven, lacking an agreed upon formalism for AI representat...
abstract: One of the core components of many video games is their artificial intelligence. Through A...
In this paper we describe Learning Behavior Trees, an extension of the popular game AI scripting tec...
In this paper we describe Learning Behavior Trees, an extension of the popular game AI scripting tec...
Recent advances in the digital gaming industry have provided impressive demonstrations of highly ski...
Video games are a source of fun and enjoyment for millions of people across the globe. Artificial In...
Video games are a source of fun and enjoyment for millions of people across the globe. Artificial In...
www.doc.ic.ac.uk/ccg Abstract. Behaviour trees provide the possibility of improving on ex-isting Art...
The context of the work presented in this article is the assessment and automated evaluation of huma...
In the context of game development, there is always the need for describing behaviors for various en...
The context of the work presented in this article is the assessment and automated evaluation of huma...
Layered Statechart-based AI shows considerable promise by being a highly modular, reusable, and desi...
Making efficient AI models for games with imperfect information can be a particular challenge. Consi...
In the context of game development, there is always the need for describing behaviors for various en...
Open-world computer games present the players with a large degree of freedom to interact with the vi...
The field of game AI is largely industry driven, lacking an agreed upon formalism for AI representat...
abstract: One of the core components of many video games is their artificial intelligence. Through A...
In this paper we describe Learning Behavior Trees, an extension of the popular game AI scripting tec...
In this paper we describe Learning Behavior Trees, an extension of the popular game AI scripting tec...
Recent advances in the digital gaming industry have provided impressive demonstrations of highly ski...
Video games are a source of fun and enjoyment for millions of people across the globe. Artificial In...
Video games are a source of fun and enjoyment for millions of people across the globe. Artificial In...
www.doc.ic.ac.uk/ccg Abstract. Behaviour trees provide the possibility of improving on ex-isting Art...
The context of the work presented in this article is the assessment and automated evaluation of huma...
In the context of game development, there is always the need for describing behaviors for various en...
The context of the work presented in this article is the assessment and automated evaluation of huma...
Layered Statechart-based AI shows considerable promise by being a highly modular, reusable, and desi...
Making efficient AI models for games with imperfect information can be a particular challenge. Consi...
In the context of game development, there is always the need for describing behaviors for various en...
Open-world computer games present the players with a large degree of freedom to interact with the vi...
The field of game AI is largely industry driven, lacking an agreed upon formalism for AI representat...