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dc.contributor.authorCavazza, Marcen_US
dc.contributor.authorCharles, Freden_US
dc.contributor.authorMead, Steven J.en_US
dc.contributor.authorStrachan, Alexander I.en_US
dc.date.accessioned2015-11-11T18:52:52Z
dc.date.available2015-11-11T18:52:52Z
dc.date.issued2001en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20011040en_US
dc.description.abstractIn this paper, we describe a method for implementing intelligent behaviour for artificial actors in the context of interactive storytelling. We have developed a fully implemented prototype based on the Unreal™ game engine and carried experiments with a simple sitcom-like scenario. We discuss the central role of artificial actors in interactive storytelling and how real-time generation of their behaviour participates to the creation of a dynamic storyline. We follow previous work describing the behaviour of artificial actors through AI planning formalisms, and adopt a search-based approach to planning. The set of all possible behaviours, accounting for many different instantiations of a basic plot, can be represented through an AND/OR graph. Under certain formal conditions, the solution plan can be obtained by directly searching the graph with the AO* algorithm. We describe our implementation of AO* and how it addresses the specific issues of 3D interactive storytelling, such as interaction with the virtual world and user intervention.en_US
dc.publisherEurographics Associationen_US
dc.titleVirtual Actors’ Behaviour for 3D Interactive Storytellingen_US
dc.description.seriesinformationEurographics 2001 - Short Presentationsen_US


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