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Using Program by Demonstration and Visual Scripting to Supporting Game Design

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Abstract

Creating the behavior for non-player characters (NPCs) in video games is a complex task that requires the collaboration among programmers and game designers. Usually these game designers are responsible of configuring and fine tuning certain parameters of the behavior, while programmers write the actual code of those behaviors. That requires several iterations between them. In this paper, we present a new approach for creating the behavior of NPCs that gives more power to the game designer to create behavior without technical knowledge using program by demonstration but preserving the designer confident of the final behavior.

Supported by the Spanish Ministry of Science and Education (TIN2014-55006-R).

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Notes

  1. 1.

    http://hutonggames.com/index.html.

  2. 2.

    http://docs.cryengine.com/display/SDKDOC4/Modular+Behavior+Tree.

  3. 3.

    https://docs.unrealengine.com/latest/INT/Engine/Blueprints/index.html.

  4. 4.

    http://es.omd.gameforge.com/.

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Correspondence to Ismael Sagredo-Olivenza .

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Sagredo-Olivenza, I., Gómez-Martín, P.P., Gómez-Martín, M.A., González-Calero, P.A. (2017). Using Program by Demonstration and Visual Scripting to Supporting Game Design. In: Benferhat, S., Tabia, K., Ali, M. (eds) Advances in Artificial Intelligence: From Theory to Practice. IEA/AIE 2017. Lecture Notes in Computer Science(), vol 10351. Springer, Cham. https://doi.org/10.1007/978-3-319-60045-1_5

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  • DOI: https://doi.org/10.1007/978-3-319-60045-1_5

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  • Online ISBN: 978-3-319-60045-1

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