AI for automated combatants in a training application
Proceedings of the second Australasian conference on Interactive entertainment
Experience-Based Design of Behaviors in Videogames
ECCBR '08 Proceedings of the 9th European conference on Advances in Case-Based Reasoning
PLAMAGS: a language and environment to specify intelligent agents in virtual geo-referenced worlds
MS '08 Proceedings of the 19th IASTED International Conference on Modelling and Simulation
The perils of using simulations to evaluate Massively Multiplayer Online Game performance
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Action recognition for support of adaptive gameplay: a case study of a first person shooter
International Journal of Computer Games Technology
Model-based design of computer-controlled game character behavior
MODELS'07 Proceedings of the 10th international conference on Model Driven Engineering Languages and Systems
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
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We have been working on techniques to write better AI behavior for simulations and games. We are focusing on a visual authoring tool that provides a way to quickly synthesize complex behavior, and are building a corresponding AI engine to run with a simulation or game. For game development uses, we see our tool as making the AI understandable to game designers and end users, as well as improving developers' productivity. This work will also be useful for simulation developers and subsequently for analysts, operators, and instructors. We explain some of our tool's features and how the AI engine processes the resulting content.