It knows what you're going to do: adding anticipation to a Quakebot
Proceedings of the fifth international conference on Autonomous agents
AI Game Programming Wisdom
AI Game Programming Wisdom
Bayesian Models for Keyhole Plan Recognition in an Adventure Game
User Modeling and User-Adapted Interaction
Deliberative Normative Agents: Principles and Architecture
ATAL '99 6th International Workshop on Intelligent Agents VI, Agent Theories, Architectures, and Languages (ATAL),
Role-assignment in open agent societies
AAMAS '03 Proceedings of the second international joint conference on Autonomous agents and multiagent systems
Programming Multi-Agent Systems in AgentSpeak using Jason (Wiley Series in Agent Technology)
Programming Multi-Agent Systems in AgentSpeak using Jason (Wiley Series in Agent Technology)
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
Enacting and deacting roles in agent programming
AOSE'04 Proceedings of the 5th international conference on Agent-Oriented Software Engineering
BDI-Based Development of Virtual Characters with a Theory of Mind
IVA '09 Proceedings of the 9th International Conference on Intelligent Virtual Agents
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Virtual characters in games operate in a social context involving other characters and possibly human players as well. If such socially situated virtual characters are to be considered believable to players, they should appear to adjust their behavior based on their (presumed) beliefs about the mental states of other characters. Autonomous BDI-based agents are suitable for modeling characters that base their actions on mental states attributed to other agents. In this paper, it is illustrated how agent-based characters can infer the mental state of other virtual characters by observing others' actions in the context of some scene in a role-playing game. Contextual information can be utilized in explanation and prediction of agents' behavior, and as such can form the basis for developing characters that appear to be socially aware.