Human-Level AI's Killer Application: Interactive Computer Games
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
Applying perceptually driven cognitive mapping to virtual urban environments
IAAI'02 Proceedings of the 14th conference on Innovative applications of artificial intelligence - Volume 1
ScriptEase: Generative Design Patterns for Computer Role-Playing Games
Proceedings of the 19th IEEE international conference on Automated software engineering
ScriptEase: Generating Scripting Code for Computer Role-Playing Games
Proceedings of the 19th IEEE international conference on Automated software engineering
Evaluating pattern catalogs: the computer games experience
Proceedings of the 28th international conference on Software engineering
ACM Transactions on Programming Languages and Systems (TOPLAS)
Generating ambient behaviors in computer role-playing games
INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
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Creating realistic artificially-intelligent characters is seen as one of the major challenges of the commercial games industry. Historically, character behavior has been specified using simple finite state machines and, more recently, by AI scripting languages. These languages are relatively "simple", in part because the language has to serve three user communities: game designers, game programmers, and consumers - each with different levels of programming experience. The scripting often becomes unwieldy, given that potentially hundreds (thousands) of characters need to be defined, the characters need non-trivial behaviors, and the characters have to interface with the plot constraints. In this paper, the ScriptEase model for AI scripting is presented. The model is pattern-template based, allowing designers to quickly build complex behaviors without doing explicit programming. This paper describes ScriptEase's behavior patterns and user interface. This is demonstrated by generating code for BioWare's Neverwinter Nights game. In addition to behaviors, the model is being extended to include encounter, dialog, and plot patterns.