• DocumentCode
    3591117
  • Title

    Behavior Design of Game Character´s Agent

  • Author

    Dujardin, Tony ; Routier, Jean-Christophe

  • Author_Institution
    LIFL, Univ. Lille 1, Villeneuve-d´´Ascq, France
  • Volume
    2
  • fYear
    2010
  • Firstpage
    423
  • Lastpage
    430
  • Abstract
    In human-level simulations, like video games can be, the design of character´s behaviors has an important impact on simulation realism. We propose to divide it into a reasoning part, dedicated to a planner, and an individuality part, assigned to an action selection mechanism. Applying the separation of declarative and procedural aspects, the principle is to provide every character´s agent with the same procedural mechanisms: the planner and the action selection mechanism. Declarative knowledge is then used at the agent level to individualize the behavior. The contribution of this paper consists in a motivation based action selection mechanism that allows individualization in behavior. The modularity provided by the motivations enables a large variety of behaviors for which the designer has to choose parameters. If the simulation of characters are our first motivation, the principles involved in the proposed motivation based action mechanism are general enough to be used in other contexts.
  • Keywords
    computer games; action selection mechanism; behavior design; declarative knowledge; game character agent; human-level simulations; video games; Artificial intelligence; Cognition; Context; Games; Lead; Observers; Planning; action selection; behavior; games; simulations;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Web Intelligence and Intelligent Agent Technology (WI-IAT), 2010 IEEE/WIC/ACM International Conference on
  • Print_ISBN
    978-1-4244-8482-9
  • Electronic_ISBN
    978-0-7695-4191-4
  • Type

    conf

  • DOI
    10.1109/WI-IAT.2010.73
  • Filename
    5614750