Generating Ambient Behaviors in Computer Role-Playing Games

@article{Cutumisu2006GeneratingAB,
  title={Generating Ambient Behaviors in Computer Role-Playing Games},
  author={M. Cutumisu and D. Szafron and J. Schaeffer and M. McNaughton and T. Roy and Curtis Onuczko and M. Carbonaro},
  journal={IEEE Intelligent Systems},
  year={2006},
  volume={21},
  pages={19-27}
}
  • M. Cutumisu, D. Szafron, +4 authors M. Carbonaro
  • Published 2006
  • Computer Science
  • IEEE Intelligent Systems
  • 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… CONTINUE READING
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