Dynamically altering agent behaviors using natural language instructions
AGENTS '00 Proceedings of the fourth international conference on Autonomous agents
Ontology-based crowd simulation for normal life situations
CGI '05 Proceedings of the Computer Graphics International 2005
Group behavior from video: a data-driven approach to crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
A decision network framework for the behavioral animation of virtual humans
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Virtual Crowds: Methods, Simulation, and Control (Synthesis Lectures on Computer Graphics and Animation)
Eye-catching crowds: saliency based selective variation
ACM SIGGRAPH 2009 papers
Fitting behaviors to pedestrian simulations
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Authoring Behaviour for Characters in Games Reusing Abstracted Plan Traces
IVA '09 Proceedings of the 9th International Conference on Intelligent Virtual Agents
MIG'11 Proceedings of the 4th international conference on Motion in Games
Stochastic activity authoring with direct user control
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Hi-index | 0.00 |
Certainly non-player characters (NPCs) can add richness to a game environment. A world without people (or at least humanoids) seems barren and artificial. People are often a major part of the setting of a game. Furthermore, watching NPCs perform and have a life outside of their interactions with the main character makes them appear more reasonable and believable. NPCs can also be used to move forward the storyline of a game or provide emotional elements. Authoring NPCs can, however, be very laborious. At present, games either have a limited number of character profiles or are meticulously hand scripted. We describe an architecture, called CAROSA (Crowds with Aleatoric, Reactive, Opportunistic, and Scheduled Actions), that facilitates the creation of heterogeneous populations by using Microsoft Outlook®, a Parameterized Action Representation (PAR), and crowd simulator. The CAROSA framework enables the specification and control of actions for more realistic background characters, links human characteristics and high level behaviors to animated graphical depictions, and relieves some of the burden in creating and animating heterogeneous 3D animated human populations.