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Description
  • In recent years, computer games have reached unprecedented level of graphical fidelity to the real world. As the non-player characters (NPCs) in the game world look more and more realistic, players expect them to manifest believable behavior as well. This is accented especially in games that feature large open worlds, which players may explore freely and it is thus not possible to explicitly account for all possible player interactions. In this paper we focus mainly on ambient AI - the logic behind day to day behaviors of NPCs as they sleep, work and entertain themselves in the virtual world. In this context, it is of great importance to build a system that handles many NPCs (up to several hundreds) quickly. In this paper we report on an implementation of a particular AI system that was approved for deployment in an upcoming high-budget game. The system features a hierarchy of control similar to the subsumption architecture and a visual agent-based language inspired by behavior trees.We describe the challenges involved in building such a system and specific design decisions we have made that let us achieve a level of behavioral fidelity unmatched by existing games. Finally we evaluate the performance of the system in a realistic setting.
  • In recent years, computer games have reached unprecedented level of graphical fidelity to the real world. As the non-player characters (NPCs) in the game world look more and more realistic, players expect them to manifest believable behavior as well. This is accented especially in games that feature large open worlds, which players may explore freely and it is thus not possible to explicitly account for all possible player interactions. In this paper we focus mainly on ambient AI - the logic behind day to day behaviors of NPCs as they sleep, work and entertain themselves in the virtual world. In this context, it is of great importance to build a system that handles many NPCs (up to several hundreds) quickly. In this paper we report on an implementation of a particular AI system that was approved for deployment in an upcoming high-budget game. The system features a hierarchy of control similar to the subsumption architecture and a visual agent-based language inspired by behavior trees.We describe the challenges involved in building such a system and specific design decisions we have made that let us achieve a level of behavioral fidelity unmatched by existing games. Finally we evaluate the performance of the system in a realistic setting. (en)
Title
  • An AI system for large open VirtualWorld
  • An AI system for large open VirtualWorld (en)
skos:prefLabel
  • An AI system for large open VirtualWorld
  • An AI system for large open VirtualWorld (en)
skos:notation
  • RIV/00216208:11320/14:10283345!RIV15-MSM-11320___
http://linked.open...avai/riv/aktivita
http://linked.open...avai/riv/aktivity
  • P(GAP103/10/1287), S
http://linked.open...vai/riv/dodaniDat
http://linked.open...aciTvurceVysledku
http://linked.open.../riv/druhVysledku
http://linked.open...iv/duvernostUdaju
http://linked.open...titaPredkladatele
http://linked.open...dnocenehoVysledku
  • 2376
http://linked.open...ai/riv/idVysledku
  • RIV/00216208:11320/14:10283345
http://linked.open...riv/jazykVysledku
http://linked.open.../riv/klicovaSlova
  • Visual agents; Virtual worlds; Non-player character; Design decisions; Believable behavior; Visual languages; Virtual reality; Artificial intelligence (en)
http://linked.open.../riv/klicoveSlovo
http://linked.open...ontrolniKodProRIV
  • [DC1F5A9685AD]
http://linked.open...v/mistoKonaniAkce
  • Raleigh, USA
http://linked.open...i/riv/mistoVydani
  • Palo Alto, California
http://linked.open...i/riv/nazevZdroje
  • Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014
http://linked.open...in/vavai/riv/obor
http://linked.open...ichTvurcuVysledku
http://linked.open...cetTvurcuVysledku
http://linked.open...vavai/riv/projekt
http://linked.open...UplatneniVysledku
http://linked.open...iv/tvurceVysledku
  • Brom, Cyril
  • Gemrot, Jakub
  • Plch, Tomáš
  • Černý, Martin
  • Ondráček, Petr
  • Marko, Matej
http://linked.open...vavai/riv/typAkce
http://linked.open.../riv/zahajeniAkce
number of pages
http://purl.org/ne...btex#hasPublisher
  • AAAI Press
https://schema.org/isbn
  • 978-1-57735-681-3
http://localhost/t...ganizacniJednotka
  • 11320
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