WordsEye: an automatic text-to-scene conversion system
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
SmartBody: behavior realization for embodied conversational agents
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 1
The Behavior Markup Language: Recent Developments and Challenges
IVA '07 Proceedings of the 7th international conference on Intelligent Virtual Agents
Applying computational models of spatial prepositions to visually situated dialog
Computational Linguistics
Dynamic movement and positioning of embodied agents in multiparty conversations
EmbodiedNLP '07 Proceedings of the Workshop on Embodied Language Processing
Evaluating directorial control in a character-centric interactive narrative framework
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems: volume 1 - Volume 1
Virtual companions and friends
Proceedings of the 49th Annual Southeast Regional Conference
Natural language and spatial reasoning
Natural language and spatial reasoning
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
Creating an artificially intelligent director (aid) for theatre and virtual environments
Proceedings of the 2013 international conference on Autonomous agents and multi-agent systems
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Many games and simulations utilize modularized low-level code to move characters about in an environment. This requires extensive technical skill to translate basic high-level actions, as well as extensive time to write code, which includes very detailed instructions on what and when actions will occur across all agents. Other options exist such as mocap files; however, most are not highly dynamic, concerned with spatial positioning, or require human intervention to solve the problem. This paper presents an approach that utilizes play-scripts and natural language processing, along with some spatial reasoning rules to control characters in a virtual environment. Rules around grouping of characters, conversational space, theatre, and general behaviors are key in fully interpreting a play-script into movements on stage. These rules help us to achieve similar blocking for the Shakespearian play Hamlet, performed by virtual characters, as the director Sir Gielgud produced for his 1964 production of Hamlet.