Efficient, Realistic NPC Control Systems using Behavior-Based Techniques
A. Khoo, G. Dunham, N. Trienens, and S. Sood. Proc. AAAI 2002 Spring Sym. Series: Artificial Intelligence
and Interactive Entertainment, Menlo Park, CA, USA, (2002)
Abstract
Computer games are an application in which the perception of intentionality
is often more important than intentionality itself. Players often
attribute more intelligence to non-player characters than is actually
warranted. Therefore, rather than investing more AI complexity in
the system, we propose an approach which refines the finite-state
machine techniques already prevalent in commercially available games.
Taking advantage of the similarities between robots and NPCs in dynamic
environments, we describe an NPC control system called Ledgewalker
that uses behavior-based techniques.
%0 Conference Paper
%1 Khoo:2002:aiie
%A Khoo, Aaron Boo Boon
%A Dunham, Greg
%A Trienens, Nick
%A Sood, Sanjay
%B Proc. AAAI 2002 Spring Sym. Series: Artificial Intelligence
and Interactive Entertainment
%C Menlo Park, CA, USA
%D 2002
%K imported thesis
%T Efficient, Realistic NPC Control Systems using Behavior-Based Techniques
%X Computer games are an application in which the perception of intentionality
is often more important than intentionality itself. Players often
attribute more intelligence to non-player characters than is actually
warranted. Therefore, rather than investing more AI complexity in
the system, we propose an approach which refines the finite-state
machine techniques already prevalent in commercially available games.
Taking advantage of the similarities between robots and NPCs in dynamic
environments, we describe an NPC control system called Ledgewalker
that uses behavior-based techniques.
@inproceedings{Khoo:2002:aiie,
abstract = {Computer games are an application in which the perception of intentionality
is often more important than intentionality itself. Players often
attribute more intelligence to non-player characters than is actually
warranted. Therefore, rather than investing more AI complexity in
the system, we propose an approach which refines the finite-state
machine techniques already prevalent in commercially available games.
Taking advantage of the similarities between robots and NPCs in dynamic
environments, we describe an NPC control system called Ledgewalker
that uses behavior-based techniques.},
added-at = {2017-03-16T11:50:55.000+0100},
address = {Menlo Park, CA, USA},
author = {Khoo, Aaron Boo Boon and Dunham, Greg and Trienens, Nick and Sood, Sanjay},
biburl = {https://www.bibsonomy.org/bibtex/2d2e907d6257649d2c8b85194279e37f8/krevelen},
booktitle = {Proc. AAAI 2002 Spring Sym. Series: Artificial Intelligence
and Interactive Entertainment},
interhash = {1bde4db50023071c3a71f2855f97282c},
intrahash = {d2e907d6257649d2c8b85194279e37f8},
keywords = {imported thesis},
owner = {Rick},
timestamp = {2017-03-16T11:54:14.000+0100},
title = {Efficient, Realistic {NPC} Control Systems using Behavior-Based Techniques},
year = 2002
}