A social-psychological model for synthetic actors
AGENTS '98 Proceedings of the second international conference on Autonomous agents
Research in human-level AI using computer games
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
GameBots: a flexible test bed for multiagent team research
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
High Score! The Illustrated History of Electronic Games
High Score! The Illustrated History of Electronic Games
Creatures: an exercise in creation
IEEE Expert: Intelligent Systems and Their Applications
Personalities for Synthetic Actors: A Bibliography
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
AI for Game Developers
Intelligent virtual environments for virtual reality art
Computers and Graphics
Let's run for it!: conspecific emotional flocking triggered via virtual pheromones
SG'03 Proceedings of the 3rd international conference on Smart graphics
Behavioural reactive agents to define personality traits in the videogame Überpong
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Nowadays, the video gaming experience is shifting from merely realistic to believable. The increasing graphic power of current graphic cards has made it possible to render near lifelike images. Unfortunately, the behaviour of the computer driven player and non-playing characters is often poor when compared to their visual appearance. In this sense, there has been a recent interest in improving the video gaming experience with novel Artificial Intelligence (AI) techniques. This paper presents a robotics inspired behavioural AI technique to simulate characters' personalities in an multi-award winning commercial video game.