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AIIDE
2009
13 years 6 months ago
An Architecture for Game Behavior AI: Behavior Multi-Queues
We describe an AI behavior architecture that supports responsive collaborative interruptible and resumable behaviors using behavior queues. This architecture wraps sets of behavio...
Maria Cutumisu, Duane Szafron
AIIDE
2009
13 years 6 months ago
BehaviorShop: An Intuitive Interface for Interactive Character Design
Artificial Intelligence for interactive characters is held back by the difficulty of actually creating those characters. There is a need for intuitive tools which simplify the pro...
Frederick William Poe Heckel, G. Michael Youngbloo...
AIIDE
2009
13 years 6 months ago
Adapting Game-Playing Agents to Game Requirements
We examine the problem of self-adaptation in game-playing agents as the game requirements evolve incrementally. The goal of our current work is to develop an interactive environme...
Joshua Jones, Chris Parnin, Avik Sinharoy, Spencer...
AIIDE
2009
13 years 6 months ago
Constructing Game Agents from Video of Human Behavior
Developing computer game agents is often a lengthy and expensive undertaking. Detailed domain knowledge and decision-making procedures must be encoded into the agent to achieve re...
Nan Li, David J. Stracuzzi, Gary Cleveland, Tolga ...
AIIDE
2009
13 years 6 months ago
Examining Extended Dynamic Scripting in a Tactical Game Framework
Dynamic scripting is a reinforcement learning algorithm designed specifically to learn appropriate tactics for an agent in a modern computer game, such as Neverwinter Nights. This...
Jeremy Ludwig, Arthur Farley