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Integrating plan-based behavior generation with game environments

Published: 15 June 2005 Publication History

Abstract

In this paper, we describe an architecture called Mimesis, designed to integrate a range of intelligent components with conventional game engines. The architecture is designed to bridge the gap between game engine design and development and much of the work in artificial intelligence that focuses on the automatic creation of novel and effective action sequences.

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  • (2024)Ravi: A formal framework for authoring interactive narrativesNew Review of Hypermedia and Multimedia10.1080/13614568.2024.2339501(1-39)Online publication date: 22-May-2024
  • (2016)Applying norms and preferences for designing flexible game rulesInternational Journal of Agent-Oriented Software Engineering10.1504/IJAOSE.2015.0784365:1(69-103)Online publication date: 1-Jan-2016
  • (2013)A Methodology to Validate Interactive Storytelling Scenarios in Linear LogicTransactions on Edutainment X10.1007/978-3-642-37919-2_4(53-82)Online publication date: 2013
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  1. Integrating plan-based behavior generation with game environments

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    cover image ACM Other conferences
    ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
    June 2005
    511 pages
    ISBN:1595931104
    DOI:10.1145/1178477
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 15 June 2005

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    Author Tags

    1. artificial intelligence
    2. computer games
    3. interactive narrative
    4. storytelling

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    Overall Acceptance Rate 36 of 90 submissions, 40%

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    Cited By

    View all
    • (2024)Ravi: A formal framework for authoring interactive narrativesNew Review of Hypermedia and Multimedia10.1080/13614568.2024.2339501(1-39)Online publication date: 22-May-2024
    • (2016)Applying norms and preferences for designing flexible game rulesInternational Journal of Agent-Oriented Software Engineering10.1504/IJAOSE.2015.0784365:1(69-103)Online publication date: 1-Jan-2016
    • (2013)A Methodology to Validate Interactive Storytelling Scenarios in Linear LogicTransactions on Edutainment X10.1007/978-3-642-37919-2_4(53-82)Online publication date: 2013
    • (2012)Actor BotsBelievable Bots10.1007/978-3-642-32323-2_3(69-97)Online publication date: 19-Oct-2012
    • (2011)PersuProceedings of the 8th International Conference on Advances in Computer Entertainment Technology10.1145/2071423.2071468(1-8)Online publication date: 8-Nov-2011
    • (2011)CIGAProceedings of the 2011 international conference on Agents for Educational Games and Simulations10.1007/978-3-642-32326-3_2(22-37)Online publication date: 2-May-2011
    • (2010)"I want to slay that dragon!"Proceedings of the Third joint conference on Interactive digital storytelling10.5555/1926497.1926505(26-37)Online publication date: 1-Nov-2010
    • (2010)Eliza meets the wizard-of-ozProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/1753326.1753408(547-556)Online publication date: 10-Apr-2010
    • (2010)“I Want to Slay That Dragon!” - Influencing Choice in Interactive StorytellingInteractive Storytelling10.1007/978-3-642-16638-9_6(26-37)Online publication date: 2010
    • (2010)A Simple Intensity-Based Drama ManagerInteractive Storytelling10.1007/978-3-642-16638-9_25(204-209)Online publication date: 2010
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