Knowledge discovery in deep blue
Communications of the ACM
Progressive approximate aggregate queries with a multi-resolution tree structure
SIGMOD '01 Proceedings of the 2001 ACM SIGMOD international conference on Management of data
Game Programming Gems
Human-Level AI's Killer Application: Interactive Computer Games
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
Ai Game Engine Programming (Game Development Series)
Ai Game Engine Programming (Game Development Series)
Extensible optimization in overlay dissemination trees
Proceedings of the 2006 ACM SIGMOD international conference on Management of data
Database research opportunities in computer games
ACM SIGMOD Record
SGL: a scalable language for data-driven games
Proceedings of the 2008 ACM SIGMOD international conference on Management of data
SEMMO: a scalable engine for massively multiplayer online games
Proceedings of the 2008 ACM SIGMOD international conference on Management of data
Declarative processing for computer games
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
Evita raced: metacompilation for declarative networks
Proceedings of the VLDB Endowment
PADL '09 Proceedings of the 11th International Symposium on Practical Aspects of Declarative Languages
Distributed event delivery model for collaborative virtual simulations
CoNEXT '08 Proceedings of the 2008 ACM CoNEXT Conference
Database research in computer games
Proceedings of the 2009 ACM SIGMOD International Conference on Management of data
Indexing Moving Objects Using Short-Lived Throwaway Indexes
SSTD '09 Proceedings of the 11th International Symposium on Advances in Spatial and Temporal Databases
POGGI: Puzzle-Based Online Games on Grid Infrastructures
Euro-Par '09 Proceedings of the 15th International Euro-Par Conference on Parallel Processing
An evaluation of checkpoint recovery for massively multiplayer online games
Proceedings of the VLDB Endowment
Efficient and scalable multi-geography route planning
Proceedings of the 13th International Conference on Extending Database Technology
Boom analytics: exploring data-centric, declarative programming for the cloud
Proceedings of the 5th European conference on Computer systems
Fluxo: a system for internet service programming by non-expert developers
Proceedings of the 1st ACM symposium on Cloud computing
Indemics: an interactive data intensive framework for high performance epidemic simulation
Proceedings of the 24th ACM International Conference on Supercomputing
Behavioral simulations in MapReduce
Proceedings of the VLDB Endowment
Fast checkpoint recovery algorithms for frequently consistent applications
Proceedings of the 2011 ACM SIGMOD International Conference on Management of data
MOVIES: indexing moving objects by shooting index images
Geoinformatica
Declarative serializable snapshot isolation
ADBIS'11 Proceedings of the 15th international conference on Advances in databases and information systems
Dedalus: datalog in time and space
Datalog'10 Proceedings of the First international conference on Datalog Reloaded
Optimizing inequality joins in datalog with approximated constraint propagation
PADL'12 Proceedings of the 14th international conference on Practical Aspects of Declarative Languages
A compilation technique to increase X3D performance and safety
Proceedings of the 27th Annual ACM Symposium on Applied Computing
A formal specification for casanova, a language for computer games
Proceedings of the 4th ACM SIGCHI symposium on Engineering interactive computing systems
Writing real-time .net games in casanova
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Efficient implementation of complex interventions in large scale epidemic simulations
Proceedings of the Winter Simulation Conference
Indemics: An interactive high-performance computing framework for data-intensive epidemic modeling
ACM Transactions on Modeling and Computer Simulation (TOMACS) - Special issue on simulation in complex service systems
An experimental analysis of iterated spatial joins in main memory
Proceedings of the VLDB Endowment
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We introduce scalability for computer games as the next frontier for techniques from data management. A very important aspect of computer games is the artificial intelligence (AI) of non-player characters. To create interesting AI in games today, developers or players have to create complex, dynamic behavior for a very small number of characters, but neither the game engines nor the style of AI programming enables intelligent behavior that scales to a very large number of non-player characters. In this paper we make a first step towards truly scalable AI in computer games by modeling game AI as a data management problem. We present a highly expressive scripting language SGL that provides game designers and players with a data-driven AI scheme for customizing behavior for individual non-player characters. We use sophisticated query processing and indexing techniques to efficiently execute large numbers of SGL scripts, thus providing a framework for games with a truly epic number of non-player characters. Experiments show the efficacy of our solutions.