Abstract | ||
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In human-level simulations, like video games can be, the design of character's behaviors has an important impact on simulation realism. We propose to divide it into a reasoning part, dedicated to a planner, and an individuality part, assigned to an action selection mechanism. Applying the separation of declarative and procedural aspects, the principle is to provide every character with the same procedural mechanisms: the planner and the action selection mechanism. Declarative knowledge is then used at the agent level to individualize the behavior. The contribution of this paper consists in a motivation-based action selection mechanism that allows individualization in behavior. The modularity provided by the motivations enables a large variety of behaviors for which the designer has to choose parameters. If the simulation of characters are our first motivation, the principles involved in the proposed motivation-based action mechanism are general enough to be used in other contexts. |
Year | DOI | Venue |
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2010 | 10.3233/978-1-60750-606-5-1067 | ECAI |
Keywords | Field | DocType |
motivation-based action selection mechanism,design behaviors,motivation-based mechanism,human-level simulation,proposed motivation-based action mechanism,reasoning part,individuality part,simulation realism,procedural aspect,declarative knowledge,procedural mechanism,action selection mechanism | Descriptive knowledge,Computer science,Planner,Artificial intelligence,Action selection,Machine learning,Realism,Modularity | Conference |
Volume | ISSN | Citations |
215 | 0922-6389 | 0 |
PageRank | References | Authors |
0.34 | 2 | 2 |
Name | Order | Citations | PageRank |
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Tony Dujardin | 1 | 1 | 2.05 |
Jean-christophe Routier | 2 | 61 | 14.20 |