A blackboard architecture for control
Artificial Intelligence
SOAR: an architecture for general intelligence
Artificial Intelligence
Plan-then-compile architectures
ACM SIGART Bulletin
The affective reasoner: a process model of emotions in a multi-agent system
The affective reasoner: a process model of emotions in a multi-agent system
How might people interact with agents
Communications of the ACM
Action-selection in hamsterdam: lessons from ethology
SAB94 Proceedings of the third international conference on Simulation of adaptive behavior : from animals to animats 3: from animals to animats 3
ChatterBots, TinyMuds, and the Turing test: entering the Loebner Prize competition
AAAI '94 Proceedings of the twelfth national conference on Artificial intelligence (vol. 1)
The media equation: how people treat computers, television, and new media like real people and places
Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Direct manipulation vs. interface agents
interactions
Integrating pedagogical capabilities in a virtual environment agent
AGENTS '97 Proceedings of the first international conference on Autonomous agents
Improvising linguistic style: social and affective bases for agent personality
AGENTS '97 Proceedings of the first international conference on Autonomous agents
Virtual actors that can perform scripts and improvise roles
AGENTS '97 Proceedings of the first international conference on Autonomous agents
Lifelike computer characters: the persona project at Microsoft
Software agents
Increasing believability in animated pedagogical agents
AGENTS '97 Proceedings of the first international conference on Autonomous agents
Integrating reactive and scripted behaviors in a life-like presentation agent
AGENTS '98 Proceedings of the second international conference on Autonomous agents
A motivational system for regulating human-robot interaction
AAAI '98/IAAI '98 Proceedings of the fifteenth national/tenth conference on Artificial intelligence/Innovative applications of artificial intelligence
Proceedings of the third annual conference on Autonomous Agents
PETEEI: a PET with evolving emotional intelligence
Proceedings of the third annual conference on Autonomous Agents
Creatures: Entertainment Software Agents with Artificial Life
Autonomous Agents and Multi-Agent Systems
IMPROV: A System for Real-Time Animation of Behavior-Based Interactive Synthetic Actors
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
An Architecture for Action, Emotion, and Social Behavior
MAAMAW '92 Selected papers from the 4th European Workshop on on Modelling Autonomous Agents in a Multi-Agent World, Artificial Social Systems
Integrating Reactive and Deliberative Planning for Agents
Integrating Reactive and Deliberative Planning for Agents
PRODIGY 4.0: The Manual and Tutorial
PRODIGY 4.0: The Manual and Tutorial
Adaptive execution in complex dynamic worlds
Adaptive execution in complex dynamic worlds
Believable agents: building interactive personalities
Believable agents: building interactive personalities
On models, modelling and the distinctive nature of model-based reasoning
AI Communications
Modeling emotions and other motivations in synthetic agents
AAAI'97/IAAI'97 Proceedings of the fourteenth national conference on artificial intelligence and ninth conference on Innovative applications of artificial intelligence
A framework for plot control in interactive story systems
AAAI'96 Proceedings of the thirteenth national conference on Artificial intelligence - Volume 1
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A major research problem regarding believable agents is how to develop and execute their behavioral libraries. This work identifies two different approaches: the ‘author‐based’ one, depending on the designer's ability to hand‐code each agent's behavioral features, and the ‘model‐based’ one, grounded on a model which, starting from a set of primitives provided by the designer, automatically generates the agents' typical actions. This paper proposes to integrate the two methods by means of a two‐phase/two‐step strategy, that partially relieves the designer of the burden of hand‐coding all the behavioral libraries, while still allowing a good control over the characters' performance, and enabling the runtime creation and storage of new behaviors. A case study concretely illustrates how such strategy is implemented by means of a hybrid planning architecture, coupled with a goal‐based model of personality, in order to realize characters that interact with the user according to their personalities.