Sciweavers

AIIDE
2007
13 years 9 months ago
A Comparative Analysis of Story Representations for Interactive Narrative Systems
Interactive narrative is a blossoming field, with new systems and approaches being developed each year. However, despite this burgeoning array of designs, little work has been don...
Brian Magerko
AIIDE
2007
13 years 9 months ago
A Demonstration of ScriptEase Motivational Ambient and Latent Behaviors for Computer RPGs
This demonstration describes the generation of ambient and latent NPC behavior scripts using generative behavior patterns with ScriptEase. Our behavior model supports behavior rol...
Maria Cutumisu, Duane Szafron, Jonathan Schaeffer,...
AIIDE
2007
13 years 9 months ago
From Synthetic Characters to Virtual Actors
We discuss the extension of an emotionally-driven agent architecture already applied to the creation of emergent narratives. Synthetic characters are enhanced to perform as actors...
Sandy Louchart, Ruth Aylett
AIIDE
2007
13 years 9 months ago
SquadSmart: Hierarchical Planning and Coordinated Plan Execution for Squads of Characters
This paper presents an application of Hierarchical Transition Network (HTN) planning to a squad-based military simulation. The hierarchical planner produces collaborative plans fo...
Peter Gorniak, Ian Davis
AIIDE
2007
13 years 9 months ago
Authoring Environment for ShapeShifting Screen Media Productions
Marian Florin Ursu, Jonathan J. Cook, Vilmos Zsomb...
AIIDE
2007
13 years 9 months ago
Learning a Table Soccer Robot a New Action Sequence by Observing and Imitating
Star-Kick is a commercially available and fully automatic table soccer (foosball) robot, which plays table soccer games against human players on a competitive level. One of our re...
Dapeng Zhang 0002, Bernhard Nebel
AIIDE
2007
13 years 9 months ago
SORTS: A Human-Level Approach to Real-Time Strategy AI
We developed knowledge-rich agents to play real-time strategy games by interfacing the ORTS game engine to the Soar cognitive architecture. The middleware we developed supports gr...
Samuel Wintermute, Joseph Xu, John E. Laird
AIIDE
2007
13 years 9 months ago
Automatic Rule Ordering for Dynamic Scripting
The goal of adaptive game AI is to enhance computercontrolled game-playing agents with (1) the ability to selfcorrect mistakes, and (2) creativity in responding to new situations....
Timor Timuri, Pieter Spronck, H. Jaap van den Heri...
AIIDE
2007
13 years 9 months ago
Emotionally Driven Natural Language Generation for Personality Rich Characters in Interactive Games
Natural Language Generation for personality rich characters represents one of the important directions for believable agents research. The typical approach to interactive NLG is t...
Christina R. Strong, Manish Mehta, Kinshuk Mishra,...