Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
HCSM: a framework for behavior and scenario control in virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS) - Special issue on graphics, animation, and visualization for simulation environments
Group Behaviors for Systems with Significant Dynamics
Autonomous Robots
Scripting embodied agents behaviour with CML: character markup language
Proceedings of the 8th international conference on Intelligent user interfaces
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
Behavior3D: an XML-based framework for 3D graphics behavior
Web3D '03 Proceedings of the eighth international conference on 3D Web technology
Crowd simulation for interactive virtual environments and VR training systems
Proceedings of the Eurographic workshop on Computer animation and simulation
Modeling Virtual Gardens by Autonomous Procedural Agents
TPCG '03 Proceedings of the Theory and Practice of Computer Graphics 2003
A scenario language to orchestrate virtual world evolution
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Authoring scenes for adaptive, interactive performances
AAMAS '03 Proceedings of the second international joint conference on Autonomous agents and multiagent systems
The Knowledge Engineering Review
Technical Section: Realistic modeling of spectator behavior for soccer videogames with CUDA
Computers and Graphics
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In a previous paper we generated animated agents and their behavior in XML. These agents were specified as FSMs. We make the system more useful by implementing probabilistic FSMs. We show how more interesting behaviors can be generated. Then, we make the system more flexible and structured by implementing layered FSMs and hierarchical FSMs. We show how both of these approaches, used independently or together, allow the user to write more complex behaviors.