As the non-playable characters (NPCs) of squad-based shooter computer games share a common goal, they should work together in teams and display cooperative behaviours that are tac...
Bots for Real Time Strategy (RTS) games are challenging to implement. A bot controls a number of units that may have to navigate in a partially unknown environment, while at the s...
Cooperative behavior is a desired trait in many fields from computer games to robotics. Yet, achieving cooperative behavior is often difficult, as maintaining shared information a...
This paper introduces Online Alchemy's Otello technology as a way to enable reputational capabilities beyond any found in games or other online social contexts today. This te...
It is difficult to discover effective behavior for NPCs automatically. For instance, evolutionary methods can learn sophisticated behaviors based on a single objective, but realis...
We present a domain independent off-line adaptation technique called Stochastic Plan Optimization for finding and improving plans in real-time strategy games. Our method is based ...
Interactive Storytelling techniques are attracting much interest for their potential to develop new game genres but also as another form of procedural content generation, specific...
David Pizzi, Marc Cavazza, Alex Whittaker, Jean-Lu...