Design of game worlds is becoming more and more laborintensive because of the increasing demand and complexity of content. This is being partially addressed by developing semi-aut...
In most modern video games, content (e.g. models, levels, weapons, etc.) shipped with the game is static and unchanging, or at best, randomized within a narrow set of parameters. ...
Erin J. Hastings, Ratan K. Guha, Kenneth O. Stanle...
We examine the problem of self-adaptation in game-playing agents as the game requirements evolve incrementally. The goal of our current work is to develop an interactive environme...
Joshua Jones, Chris Parnin, Avik Sinharoy, Spencer...
Our goal is to provide learning mechanisms to game agents so they are capable of adapting to new behaviors based on the actions of other agents. We introduce a new on-line reinfor...
A drama manager (DM) monitors an interactive experience, such as a computer game, and intervenes to shape the global experience so that it satisfies the author's expressive g...
Dynamic scripting is a reinforcement learning algorithm designed specifically to learn appropriate tactics for an agent in a modern computer game, such as Neverwinter Nights. This...
We examine the problem of automatically selecting gestures that are appropriate to use when telling a joke or a short story. Our current application of this is a joke telling huma...
Providing compelling, realistic, immersive game worlds is one of the major goals in modern game design. The presence of unique and interesting dialogue for all of the characters i...
We describe an AI behavior architecture that supports responsive collaborative interruptible and resumable behaviors using behavior queues. This architecture wraps sets of behavio...
Early-stage game prototypes need to be informative without requiring excessive commitments. Paper prototypes are frequently used as a way of trying out core mechanics while leavin...