Dialogue in commercial games is largely created by teams of writers and designers who hand-author every line of dialogue and hand-specify the dialogue structure using finite state...
Computer aided interactive drama has been widely applied for entertainment and pedagogy. Most existing approaches for authoring interactive drama use either story-centric or chara...
Petri Nets can be used for a retrospective analysis of a computer game story, for representing plots in serious games as well as for monitoring the course of the story, as recentl...
Daniel Balas, Cyril Brom, Adam Abonyi, Jakub Gemro...
As massively multi-player gaming environments become more detailed, developing agents to populate these virtual worlds as capable non-player characters poses an increasingly compl...
John Reeder, Gita Sukthankar, Michael Georgiopoulo...
Artificial intelligence (AI) technology can have a dramatic impact on the quality of video games. AI planning techniques are useful in a wide range of game components, including m...
In this paper we discuss our work on using the incongruity measure from psychological literature to scale the difficulty level of a game online to the capabilities of the human pl...
Giel van Lankveld, Pieter Spronck, Matthias Rauter...
Often, video game designers must choose between creating a linear experience, and designing an open world with many different story lines that fail to form a tightly crafted narra...
Behavior authoring for computer games involves writing behaviors in a programming language and then iteratively refining them by detecting issues with them. The main bottlenecks a...
This paper demonstrates the applicability of reinforcement learning for first person shooter bot artificial intelligence. Reinforcement learning is a machine learning technique wh...