Classic approaches to game AI require either a high quality of domain knowledge, or a long time to generate effective AI behaviour. These two characteristics hamper the goal of es...
In this paper we describe a system called ViGLS (Visualization of Game Log Summaries) that generates summaries of gameplay sessions from game logs. ViGLS automatically produces vi...
Human experience with interactive games will be enhanced if the software agents that play the game learn from their failures. Techniques such as reinforcement learning provide one...
The quality of AI opponents often leaves a lot to be desired, which poses many attractive challenges for AI researchers. In this respect, Turn-based Strategy (TBS) games are of pa...
Emergent narrative refers to simulation-based systems in which stories emerge from the autonomous interactions among character agents and/or the human player. Despite its advantag...
Game developers are faced with the difficult task of creating non-player characters with convincing behavior. This commonly involves an exhaustive specification of their actions i...
Tactical Agent Personality (TAP) is a modeling concept to capture tactical patterns in game agents, based on a personality concept introduced by Tan and Cheng (2007), to allow beh...
Culture and emotions have a profound impact on human behavior. Consequently, high-fidelity simulated interactive environments (e.g., trainers and computer games) that involve virt...
Vadim Bulitko, Steve Solomon, Jonathan Gratch, Mic...
Building credible Non-Playing Characters (NPCs) in games requires not only to enhance the graphic animation but also the behavioral model. This paper tackles the problem of the dy...