Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Collaborative plans for complex group action
Artificial Intelligence
Crowd modelling in collaborative virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Interacting with virtual characters in interactive storytelling
Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1
Virtual Human Representation and Communication in VLNet
IEEE Computer Graphics and Applications
Exploring the Scalability of Character-Based Storytelling
AAMAS '04 Proceedings of the Third International Joint Conference on Autonomous Agents and Multiagent Systems - Volume 2
ScriptEase: Generative Design Patterns for Computer Role-Playing Games
Proceedings of the 19th IEEE international conference on Automated software engineering
Pattern-based AI scripting using ScriptEase
AI'03 Proceedings of the 16th Canadian society for computational studies of intelligence conference on Advances in artificial intelligence
Generating Ambient Behaviors in Computer Role-Playing Games
IEEE Intelligent Systems
ScriptEase: motivational behaviors for interactive characters in computer role-playing games
AAAI'06 proceedings of the 21st national conference on Artificial intelligence - Volume 2
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Many computer games use custom scripts to control the ambient behaviors of non-player characters (NPCs). Therefore, a story writer must write fragments of computer code for the hundreds or thousands of NPCs in the game world. The challenge is to create entertaining and non-repetitive behaviors for the NPCs without investing substantial programming effort to write custom non-trivial scripts for each NPC. Current computer games have simplistic ambient behaviors for NPCs; it is rare for NPCs to interact with each other. In this paper, we describe how generative behavior patterns can be used to quickly and reliably generate ambient behavior scripts that are believable, entertaining and non-repetitive, even for the more difficult case of interacting NPCs. We demonstrate this approach using BioWare's Neverwinter Nights game.