ECAI '92 Proceedings of the 10th European conference on Artificial intelligence
Fast planning through planning graph analysis
Artificial Intelligence
Creatures: artificial life autonomous software agents for home entertainment
AGENTS '97 Proceedings of the first international conference on Autonomous agents
Virtual petz (video session): a hybrid approach to creating autonomous, lifelike dogz and catz
AGENTS '98 Proceedings of the second international conference on Autonomous agents
Cognitive modeling: knowledge, reasoning and planning for intelligent characters
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
ELIZA—a computer program for the study of natural language communication between man and machine
Communications of the ACM
Using global constraints for local search
DIMACS workshop on on Constraint programming and large scale discrete optimization
Pushing the envelope: planning, propositional logic, and stochastic search
AAAI'96 Proceedings of the thirteenth national conference on Artificial intelligence - Volume 2
SimHuman: A Platform for Real-Time Virtual Agents with Planning Capabilities
IVA '01 Proceedings of the Third International Workshop on Intelligent Virtual Agents
Characterizing Massively Multiplayer Online Games as Multi-Agent Systems
HAIS '08 Proceedings of the 3rd international workshop on Hybrid Artificial Intelligence Systems
On the construction of synthetic characters with personality and emotion
SBIA'10 Proceedings of the 20th Brazilian conference on Advances in artificial intelligence
Towards capturing and enhancing entertainment in computer games
SETN'06 Proceedings of the 4th Helenic conference on Advances in Artificial Intelligence
Feeling the ambiance: using smart ambiance to increase contextual awareness in game agents
Proceedings of the 6th International Conference on Foundations of Digital Games
Improving behavior of computer game bots using fictitious play
International Journal of Automation and Computing
Proceedings of the 9th conference on Computing Frontiers
Proceedings of the 15th annual conference companion on Genetic and evolutionary computation
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In modern computer games - like action, adventure, role-playing, strategy, simulation and sports games - artificial intelligence (AI) techniques play an important role. However, the requirements of such games are very different from those of the games normally studied in AI. This article discusses which approaches and fields of research are relevant to achieve a sophisticated goal-directed behavior for modern computer games' nonplayer characters. It also presents a classification of approaches for autonomous agents and gives an overview of a solution developed in the Excalibur project.