ABSTRACT
The behaviour of non-player character game agents can be made more interesting and believable through the use of increased contextual awareness. In this paper, we present smart ambiance which allows information about the ambiance of an environment (determined by the environment itself, objects in the environment and recent events) to be used in agent plan generation. We demonstrate how this leads to contextually influenced action selection and, in turn, more interesting and believable character behaviour.
- T. Abaci, J. Ciger, and D. Thalmann. Planning with Smart Objects. WSCG (Short Papers), pages 25--28, 2005.Google Scholar
- C Brom. Action Selection for Virtual Humans in Large Environments. PhD thesis, Charles University in Prague, 2007.Google Scholar
- R. E. Fikes and N. J. Nilsson. STRIPS: A new approach to the application of theorem proving to problem solving. Artificial intelligence, 2(3--4):189--208, 1971.Google Scholar
- N. A. Hawes and University of Birmingham. Anytime deliberation for computer game agents. Citeseer, 2003.Google Scholar
- M. Kallmann. Object Interaction in Real-Time Virtual Environments. PhD thesis, Citeseer, 2001.Google Scholar
- M. Kallmann and D. Thalmann. Modeling Objects for Interaction Tasks. In Computer Animation and Simulation'98: Proceedings of the Eurographics Workshop in Lisbon, Portugal, August 31-September 1, 1998, page 73. Springer Verlag Wien, 1999.Google Scholar
- J. E. Laird and P. S. Rosenbloom. Integrating execution, planning, and learning in Soar for external environments. Ann Arbor, 1001:48109--2110.Google Scholar
- B. MacNamee, S. Dobbyn, P. Cunningham, and C. OšSullivan. Men behaving appropriately: Integrating the role passing technique into the aloha system. In Proceedings of the AISBŠ02 symposium: Animating Expressive Characters for Social Interactions (short paper), pages 59--62. Citeseer, 2002.Google Scholar
- A. Nareyek. Intelligent agents for computer games. In Computers and Games, Second International Conference, CG, volume 2063, pages 414--422, 2000. Google ScholarDigital Library
- J. Orkin. Agent Architecture Considerations for Real-Time Planning in Games. Proceedings of the Artificial Intelligence and Interactive Digital Entertainment, 2005.Google ScholarDigital Library
- F. Paanakker. Risk-Adverse Pathfinding Using Influence Maps. AI Game Programming Wisdom, 4, 2008.Google Scholar
- C. Peters, S. Dobbyn, B. Mac Namee, and C. OšSullivan. Smart Objects for Attentive Agents. In Proceedings of the International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, volume 13, page 14. Citeseer, 2003.Google Scholar
- S. J. Russell and P. Norvig. Artificial Intelligence: A Modern Approach. Prentice Hall, 2009. Google ScholarDigital Library
- M. Sung, M. Gleicher, and S. Chenney. Scalable behaviors for crowd simulation. In Computer Graphics Forum, volume 23, pages 519--528. Wiley Online Library, 2004.Google ScholarCross Ref
- B. Weber, P. Mawhorter, M. Mateas, and A. Jhala. Reactive Planning Idioms for Multi-Scale Game AI. 2005.Google Scholar
Recommendations
Ambiance: adaptive object model-based platform for macroprogramming sensor networks
OOPSLA '06: Companion to the 21st ACM SIGPLAN symposium on Object-oriented programming systems, languages, and applicationsA pervasive computing system requires the integration of computation and communication with physical objects in the environment. The Ambiance project is building a platform for Macro-programming pervasive systems based on an Adaptive Object-Model; the ...
Ambience and mobility
DSVIS'05: Proceedings of the 12th international conference on Interactive Systems: design, specification, and verificationMobile users generate a number of new problems by changing the context of interaction with the system. While context has always been relevant to interaction, the fact this can change, and the fact that tasks may be dependant on these contexts adds a new ...
Smart ambience games for children with learning difficulties
Edutainment'06: Proceedings of the First international conference on Technologies for E-Learning and Digital EntertainmentSmart Ambience Games (or SAG) combines interactive media with smart ambience technologies to create a motivating environment for children with learning difficulties to overcome barriers in art education. Through a development of innovative motion and ...
Comments