A translation approach to portable ontology specifications
Knowledge Acquisition - Special issue: Current issues in knowledge modeling
CYC: a large-scale investment in knowledge infrastructure
Communications of the ACM
Virtual Teletubbies: reapplying a robot architecture to virtual agents
Proceedings of the third annual conference on Autonomous Agents
Building Large Knowledge-Based Systems; Representation and Inference in the Cyc Project
Building Large Knowledge-Based Systems; Representation and Inference in the Cyc Project
IEEE Internet Computing
Patterns in Game Design (Game Development Series)
Patterns in Game Design (Game Development Series)
Nanotechnology 101 (Science 101)
Nanotechnology 101 (Science 101)
The role of semantics in games and simulations
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts (Part II)
Services in Game Worlds: A Semantic Approach to Improve Object Interaction
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
Artificial Intelligence for Games, Second Edition
Artificial Intelligence for Games, Second Edition
Procedural filters for customization of virtual worlds
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Using gameplay semantics to procedurally generate player-matching game worlds
Proceedings of the The third workshop on Procedural Content Generation in Games
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Current game worlds often fall short in providing consistency between the visual representation of the world and the way it feels, behaves, and reacts. This problem partly originates from the goal-oriented and cost-effective nature of the game development process, which mostly favors ad hoc solutions for one particular game, rather than investing in concepts like reusability and emergent gameplay. In broader terms, we observe that game worlds miss semantics, and we argue that its deployment has the potential to bring about the consistency missing in their content. Therefore, we present a novel approach aimed at enriching virtual entities in game worlds with information about their roles, how they relate to others, and how they can affect and interact with players, NPCs, and with each other. We discuss several requirements to achieve these goals, and introduce a semantic model to represent game worlds. In order to support and validate this model, we have developed Entika, a framework to facilitate the deployment of semantics during game development, as well as its maintenance during run-time. Furthermore, we briefly discuss several applications that demonstrate the power of this semantic model for game worlds. After careful evaluation of our semantic game world model and framework, we conclude that a semantically rich world representation can substantially assist designers in creating much more consistent game worlds.