Generating Ambient Behaviors in Computer Role-Playing Games

@article{Cutumisu2006GeneratingAB,
  title={Generating Ambient Behaviors in Computer Role-Playing Games},
  author={Maria Cutumisu and Duane Szafron and Jonathan Schaeffer and Matthew McNaughton and Thomas Roy and Curtis Onuczko and Mike Carbonaro},
  journal={IEEE Intelligent Systems},
  year={2006},
  volume={21},
  pages={19-27}
}
To compete in today's market, companies that develop computer role-playing games (CRPGs) must quickly and reliably create realistic, engaging game stories. Indeed, intricate storylines and realism that goes beyond graphics have become major product differentiators. To establish both, it's essential that companies use AI to create nonplayer characters (NPCs) that exhibit near-realistic ambient behaviors. Doing so offers players a rich background tapestry that makes the game more entertaining… 
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