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SIGMOD
2007
ACM

Scaling games to epic proportion

14 years 11 months ago
Scaling games to epic proportion
We introduce scalability for computer games as the next frontier for techniques from data management. A very important aspect of computer games is the artificial intelligence (AI) of non-player characters. To create interesting AI in games today, developers or players have to create complex, dynamic behavior for a very small number of characters, but neither the game engines nor the style of AI programming enables intelligent behavior that scales to a very large number of non-player characters. In this paper we make a first step towards truly scalable AI in computer games by modeling game AI as a data management problem. We present a highly expressive scripting language SGL that provides game designers and players with a data-driven AI scheme for customizing behavior for individual non-player characters. We use sophisticated query processing and indexing techniques to efficiently execute large numbers of SGL scripts, thus providing a framework for games with a truly epic number of non...
Walker M. White, Alan J. Demers, Christoph Koch, J
Added 08 Dec 2009
Updated 08 Dec 2009
Type Conference
Year 2007
Where SIGMOD
Authors Walker M. White, Alan J. Demers, Christoph Koch, Johannes Gehrke, Rajmohan Rajagopalan
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