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Modular Behavior Trees: Language for Fast AI in Open-World Video Games.

, , , , , and . ECAI, volume 263 of Frontiers in Artificial Intelligence and Applications, page 1209-1210. IOS Press, (2014)

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Planning and Reactive Agents in Dynamic Game Environments - An Experimental Study., , , and . ICAART (1), page 234-240. SciTePress, (2013)Why you should Empirically Evaluate your AI Tool - From SPOSH to yaPOSH., , and . ICAART (1), page 461-468. SciTePress, (2014)Using Behavior Objects to Manage Complexity in Virtual Worlds., , , , , and . IEEE Trans. Comput. Intell. AI Games, 9 (2): 166-180 (2017)Engaging Turn-Based Combat in the Children of the Galaxy Videogame., and . AIIDE, page 229-235. AAAI Press, (2018)Compiling Planning Problems with Non-deterministic Events into FOND Planning., , and . RCRA/RiCeRcA@AI*IA, volume 2538 of CEUR Workshop Proceedings, CEUR-WS.org, (2019)A Periphery of Pogamut: From Bots to Agents and Back Again., , and . AGS, volume 6525 of Lecture Notes in Computer Science, page 19-37. Springer, (2010)Towards Fast Prototyping of IVAs Behavior: Pogamut 2., , , , , , and . IVA, volume 4722 of Lecture Notes in Computer Science, page 362-363. Springer, (2007)Emohawk: Searching for a "Good" Emergent Narrative., , , , and . ICIDS, volume 5915 of Lecture Notes in Computer Science, page 86-91. Springer, (2009)Toolkits for Agent Development by Undergraduates and Non-Programmers., , , , , and . SOFSEM (2), page 13-24. Institute of Computer Science AS CR, Prague, (2007)When Planning Should Be Easy: On Solving Cumulative Planning Problems., , , , and . FLAIRS, AAAI Press, (2012)