Computer games are an application in which the perception of intentionality is often more important than intentionality itself. Players often attribute more intelligence to non-player characters than is actually warranted. Therefore, rather than investing more AI complexity in the system, we propose an approach which refines and extends the finite-state machine techniques already prevalent in commercially available games. Taking advantage of the similarities between robots and NPCs in dynamic environments, we describe two NPC control systems that uses behavior-based techniques.
CITATION STYLE
Khoo, A., Dunham, G., Trienens, N., & Sood, S. (2002). Efficient, realistic NPC control systems using behavior-based techniques. Proceedings of the AAAI Spring Symposium on Artificial Intelligence and Interactive Entertainment, 30(2), 46–51. Retrieved from http://www.aaai.org/Papers/Symposia/Spring/2002/SS-02-01/SS02-01-010.pdf
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