In this paper we discuss building large scale virtual reality reconstructions of historical heritage sites and populating it with crowds of virtual agents. Such agents are capable of performing complex actions, while respecting the cultural and historical accuracy of agent behaviour. In many commercial video games such agents either have very limited range of actions (resulting primitive behaviour) or are manually designed (resulting high development costs). In contrast, we follow the principles of automatic goal generation and automatic planning. Automatic goal generation in our approach is achieved through simulating agent needs and then producing a goal in response to those needs that require satisfaction. Automatic planning refers to te...
Recent advances in the digital gaming industry have provided impressive demonstrations of highly ski...
Planners are well developed tools in computer science, but their role is rather limited in games. We...
When conducting archaeological excavations of ancient cities, 3D reconstruction has become an import...
In commercial video games and simulations, non-player characters are capable of quite complex behavi...
Many modern virtual reality reconstructions of historical sites focus on buildings and artefacts, bu...
Building large scale social simulations in virtual environments requires having a large number of vi...
The majority of existing virtual heritage applications are focused on detailed 3D reconstruction of ...
Abstract. Artificial Intelligence techniques have been successfully ap-plied to several computer gam...
In this master thesis we describe our work in creating a planner for the real-time strategy game Sta...
Abstract. Case-based planning (CBP) is based on reusing past success-ful plans for solving new probl...
Many contemporary computer games can be described as dynamic real-time simulations inhabited by auto...
3D Virtual Reality simulations of ancient societies represent a powerful mechanism for combining the...
This work proposes a novel high-level paradigm, agent planning programs, for modeling agents behavio...
This paper introduces a novel approach to generate narratives from the memories of in-game agents. W...
One of the main bottlenecks in deploying case-based planning systems is authoring the case-base of p...
Recent advances in the digital gaming industry have provided impressive demonstrations of highly ski...
Planners are well developed tools in computer science, but their role is rather limited in games. We...
When conducting archaeological excavations of ancient cities, 3D reconstruction has become an import...
In commercial video games and simulations, non-player characters are capable of quite complex behavi...
Many modern virtual reality reconstructions of historical sites focus on buildings and artefacts, bu...
Building large scale social simulations in virtual environments requires having a large number of vi...
The majority of existing virtual heritage applications are focused on detailed 3D reconstruction of ...
Abstract. Artificial Intelligence techniques have been successfully ap-plied to several computer gam...
In this master thesis we describe our work in creating a planner for the real-time strategy game Sta...
Abstract. Case-based planning (CBP) is based on reusing past success-ful plans for solving new probl...
Many contemporary computer games can be described as dynamic real-time simulations inhabited by auto...
3D Virtual Reality simulations of ancient societies represent a powerful mechanism for combining the...
This work proposes a novel high-level paradigm, agent planning programs, for modeling agents behavio...
This paper introduces a novel approach to generate narratives from the memories of in-game agents. W...
One of the main bottlenecks in deploying case-based planning systems is authoring the case-base of p...
Recent advances in the digital gaming industry have provided impressive demonstrations of highly ski...
Planners are well developed tools in computer science, but their role is rather limited in games. We...
When conducting archaeological excavations of ancient cities, 3D reconstruction has become an import...