Making User-Defined Interactive Game Characters BEHAVE

Heckel, Frederick W. P. (The University of North Carolina at Charlotte) | Youngblood, G. Michael (The University of North Carolina at Charlotte) | Hale, D. Hunter (The University of North Carolina at Charlotte)

AAAI Conferences 

With the most resource intensive tasks in games offloaded to special purpose processors, game designers now have the opportunity to build richer characters using more complex AI techniques than have been used in the past. While additional CPU time makes improved AI feasible, better tools for building agents are needed to make good interactive characters a reality. In this paper we present the BEHAVEngine and BehaviorShop which enable the creation of rich interactive characters.

Duplicate Docs Excel Report

Title
None found

Similar Docs  Excel Report  more

TitleSimilaritySource
None found