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2007

Motivational Ambient and Latent Behaviors in Computer RPGs

9 years 3 months ago
Motivational Ambient and Latent Behaviors in Computer RPGs
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.
Maria Cutumisu, Duane Szafron, Jonathan Schaeffer,
Added 02 Oct 2010
Updated 02 Oct 2010
Type Conference
Year 2007
Where AIIDE
Authors Maria Cutumisu, Duane Szafron, Jonathan Schaeffer, Kevin Waugh
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