A demonstration of the ScriptEase approach to ambient and perceptive NPC behaviors in computer role-playing games

被引:0
作者
Cutumisu, M [1 ]
Szafron, D
Schaeffer, J
McNaughton, M
Roy, T
Onuczko, C
Carbonaro, M
机构
[1] Univ Alberta, Dept Comp Sci, Edmonton, AB, Canada
[2] Univ Alberta, Dept Educ Psychol, Edmonton, AB T6G 2E1, Canada
来源
INTELLIGENT TECHNOLOGIES FOR INTERACTIVE ENTERTAINMENT, PROCEEDINGS | 2005年 / 3814卷
关键词
D O I
暂无
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Writing manual code to script the behaviors of thousands of non-player characters in a computer role-playing game adventure has a tremendous negative impact on the quality of games and their entertainment level. Many games use shared custom scripts for background characters that produce repetitive and predictable behaviors. Game designers often need help from programmers when designing a game story and this can lead to lost productivity and a distorted design vision. ScriptEase is a tool that enables game designers to use ambient and perceptive patterns to specify complex, non-repetitive entertaining behaviors for interactive characters, without writing code, This demonstration illustrates how entertaining ambient and perceptive behaviors can be easily and reliably inserted into BioWare Corp.'s Neverwinter Nights game stories.
引用
收藏
页码:311 / 314
页数:4
相关论文
共 3 条
[1]  
CUTUMISU M, 2005, SCRIPTEASE DEMONSTRA
[2]  
Isla D., 2005, HANDLING COMPLEXITY, V21, P2009
[3]  
2005, SCRIPTEASE