Title
Motivational Ambient and Latent Behaviors in Computer RPGs
Abstract
Character behaviors in computer role-playing games have a significant impact on game-play, but are often difficult for game authors to implement and adapt. We present a behavior model that requires no manual script writing. In this model, behaviors can be interrupted and resumed, they can transition to other behaviors depending on game events, and they can be chosen based on motivations. We have extended the generative pattern approach of ScriptEase to support behaviors. We describe an implementation of this model that generates scripting code for a commercial game, Neverwinter Nights.
Year
Venue
Keywords
2007
AIIDE
behavior modeling
Field
DocType
Citations 
Computer science,Human–computer interaction,Artificial intelligence,Generative grammar,Multimedia,Machine learning,Scripting language
Conference
0
PageRank 
References 
Authors
0.34
4
4
Name
Order
Citations
PageRank
Maria Cutumisu115422.51
D. Szafron21579210.88
Jonathan Schaeffer31929220.77
Kevin Waugh421715.18