Adaptive game AI with dynamic scripting
Machine Learning
Game AI is Dead. Long Live Game AI!
IEEE Intelligent Systems
Practical extensions in agent programming languages
Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems
OperettA: a prototype tool for the design, analysis and development of multi-agent organizations
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems: demo papers
Balancing Organizational Regulation and Agent Autonomy: An MDE-Based Approach
ESAW '09 Proceedings of the 10th International Workshop on Engineering Societies in the Agents World X
Pogamut 3 Can Assist Developers in Building AI (Not Only) for Their Videogame Agents
Agents for Games and Simulations
Artificial Intelligence for Games, Second Edition
Artificial Intelligence for Games, Second Edition
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems: volume 1 - Volume 1
Socially-Aware emergent narrative
AEGS'11 Proceedings of the 2011 international conference on Agents for Educational Games and Simulations
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The implementation of AI in commercial games is usually based on low level designs that makes the control predictable, unadaptive, and non reusable. Recent algorithms such as HTN or GOAP prove that higher levels of abstraction can be applied for better performance. We propose that approaches based on Organizational Theory can help providing a sound alternative for these implementations. In this paper we present cOncienS, an integration of the ALIVE organizational framework into commercial games. We introduce a proof-of-concept implementation based on the integration to Warcraft III.