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...
Dialogue in commercial games is largely created by teams of writers and designers who hand-author every line of dialogue and hand-specify the dialogue structure using finite state...
Computer aided interactive drama has been widely applied for entertainment and pedagogy. Most existing approaches for authoring interactive drama use either story-centric or chara...
Petri Nets can be used for a retrospective analysis of a computer game story, for representing plots in serious games as well as for monitoring the course of the story, as recentl...
Daniel Balas, Cyril Brom, Adam Abonyi, Jakub Gemro...
As massively multi-player gaming environments become more detailed, developing agents to populate these virtual worlds as capable non-player characters poses an increasingly compl...
John Reeder, Gita Sukthankar, Michael Georgiopoulo...