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Statements

Subject Item
n2:RIV%2F00216208%3A11320%2F14%3A10283346%21RIV15-MSM-11320___
rdf:type
skos:Concept n16:Vysledek
rdfs:seeAlso
http://popelka.ms.mff.cuni.cz/~cerny/papers/MBT_ECAI_2014.pdf
dcterms:description
As the graphical representation of computer games gradually becomes comparable to cinema, previously neglected non-graphical game aspects start to play an important role in maintaining believability of the game world. One such aspect is the behavior of non-player characters (NPCs), which should appear intelligent and purposeful in the ideal case or not completely stupid at the very least. A good and fast language to express the behaviors is vital for success. We present a visual agent language inspired by behavior trees that was approved for deployment at the core of AI system for an upcoming high-budget open world game. As the graphical representation of computer games gradually becomes comparable to cinema, previously neglected non-graphical game aspects start to play an important role in maintaining believability of the game world. One such aspect is the behavior of non-player characters (NPCs), which should appear intelligent and purposeful in the ideal case or not completely stupid at the very least. A good and fast language to express the behaviors is vital for success. We present a visual agent language inspired by behavior trees that was approved for deployment at the core of AI system for an upcoming high-budget open world game.
dcterms:title
Modular Behavior Trees: Lanuage for Fast AI in Open-World Video Games Modular Behavior Trees: Lanuage for Fast AI in Open-World Video Games
skos:prefLabel
Modular Behavior Trees: Lanuage for Fast AI in Open-World Video Games Modular Behavior Trees: Lanuage for Fast AI in Open-World Video Games
skos:notation
RIV/00216208:11320/14:10283346!RIV15-MSM-11320___
n3:aktivita
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n3:aktivity
S
n3:dodaniDat
n9:2015
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n7:D
n3:duvernostUdaju
n19:S
n3:entitaPredkladatele
n18:predkladatel
n3:idSjednocenehoVysledku
30199
n3:idVysledku
RIV/00216208:11320/14:10283346
n3:jazykVysledku
n11:eng
n3:klicovaSlova
Visual agents; Virtual worlds; Non-player character; Design decisions; Believable behavior; Visual languages; Virtual reality; Artificial intelligence
n3:klicoveSlovo
n4:Virtual%20reality n4:Virtual%20worlds n4:Visual%20agents n4:Visual%20languages n4:Believable%20behavior n4:Artificial%20intelligence n4:Non-player%20character n4:Design%20decisions
n3:kontrolniKodProRIV
[E5FA7EE487FC]
n3:mistoKonaniAkce
Praha
n3:mistoVydani
Amsterdam, Holandsko
n3:nazevZdroje
21st European Conference on Artificial Intelligence
n3:obor
n15:IN
n3:pocetDomacichTvurcuVysledku
4
n3:pocetTvurcuVysledku
6
n3:rokUplatneniVysledku
n9:2014
n3:tvurceVysledku
Marko, Matěj Brom, Cyril Gemrot, Jakub Plch, Tomáš Ondráček, Petr Černý, Martin
n3:typAkce
n8:WRD
n3:zahajeniAkce
2014-08-18+02:00
s:numberOfPages
2
n17:hasPublisher
IOS Press BV
n5:isbn
978-1-61499-418-3
n20:organizacniJednotka
11320