Intention is choice with commitment
Artificial Intelligence
It knows what you're going to do: adding anticipation to a Quakebot
Proceedings of the fifth international conference on Autonomous agents
Folk Psychology for Human Modelling: Extending the BDI Paradigm
AAMAS '04 Proceedings of the Third International Joint Conference on Autonomous Agents and Multiagent Systems - Volume 1
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
2APL: a practical agent programming language
Autonomous Agents and Multi-Agent Systems
ICEC '08 Proceedings of the 7th International Conference on Entertainment Computing
Mental State Abduction of BDI-Based Agents
Declarative Agent Languages and Technologies VI
Explaining and predicting the behavior of BDI-Based agents in role-playing games
DALT'09 Proceedings of the 7th international conference on Declarative Agent Languages and Technologies
Mental State Ascription Using Dynamic Logic
Proceedings of the 2010 conference on ECAI 2010: 19th European Conference on Artificial Intelligence
A framework of intentional characters for simulation of social behavior
Proceedings of the 2010 Summer Computer Simulation Conference
Moving Target Search Using Theory of Mind
WI-IAT '11 Proceedings of the 2011 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology - Volume 02
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Users expect characters in role-playing games to be proactive and social, but these characters fail to deliver in this respect due to limitations of traditional game AI programming approaches. BDI-based approaches are suited for development of proactive systems, such as NPCs in games. This paper argues that a BDI-based approach is also highly suited for developing social NPCs in a principled way.