Exploring the Scalability of Character-Based Storytelling
AAMAS '04 Proceedings of the Third International Joint Conference on Autonomous Agents and Multiagent Systems - Volume 2
Generating ambient behaviors in computer role-playing games
INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
ScriptEase: A generative/adaptive programming paradigm for game scripting
Science of Computer Programming
Interactive story authoring: A viable form of creative expression for the classroom
Computers & Education
Realism and cultural layout in tourism and video games multimedia systems
CommunicabilityMS '08 Proceedings of the 1st ACM international workshop on Communicability design and evaluation in cultural and ecological multimedia system
Dialogue patterns-A visual language for dynamic dialogue
Journal of Visual Languages and Computing
Player motivations: A psychological perspective
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
A demonstration of ScriptEase interruptible and resumable behaviors for CRPGs
AAAI'07 Proceedings of the 22nd national conference on Artificial intelligence - Volume 2
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
A study of acteme on users unexpert of videogames
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: applications and services
Explorations in player motivations: virtual agents
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Role-Play Training for Project Management Education Using a Mentor Agent
WI-IAT '11 Proceedings of the 2011 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology - Volume 03
Guidelines for personalizing the player experience in computer role-playing games
Proceedings of the 6th International Conference on Foundations of Digital Games
Hi-index | 0.00 |
Many computer games use custom scripts to control the ambient behaviors of nonplayercharacters. As a result, story authors mustwrite computer code for the game world'shundreds or thousands of NPCs. Creating entertaining, nonrepetitive NPC behaviors without investing substantial programming effort to write customized, nontrivial scripts is challenging.Current computer games have simplisticambient behaviors for NPCs; it's rare for suchcharacters to interact with each other. To address this, we developed a model that uses generative behavior patterns, which let authors quickly and reliably generate realistic andentertaining NPC scripts. The approach hasproven successful, even in the challenging area of creating interactions between NPCs.This article is part of a special issue oninteractive entertainment.