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Scripted smarts in an intelligent virtual environment: behaviour definition using a simple entity annotation language

Published: 03 November 2008 Publication History

Abstract

We present a Simple Entity Annotation Language (SEAL) for the definition of believably intelligent game character behaviour. The SEAL system provides mechanisms that allow entity behaviour definition through the creation of an annotated world. Thus, by combining rule-based systems with affordance theory, this C-like scripting language provides a unified approach to the definition of virtual entities as well as the "smart" objects that the entities can interact with in the virtual game world within one behaviour definition language for virtual entities.

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  • (2016)Prolog-Scripted Tactics Negotiation and Coordinated Team Actions for Counter-Strike Game BotsIEEE Transactions on Computational Intelligence and AI in Games10.1109/TCIAIG.2014.23319728:1(82-88)Online publication date: Mar-2016
  • (2015)Artificial intelligence in video gamesInternational Journal of Computer Games Technology10.1155/2015/2712962015(5-5)Online publication date: 1-Jan-2015
  • (2013)A perceptual study into the behaviour of autonomous agents within a virtual urban environment2013 IEEE 14th International Symposium on "A World of Wireless, Mobile and Multimedia Networks" (WoWMoM)10.1109/WoWMoM.2013.6583494(1-6)Online publication date: Jun-2013
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cover image ACM Other conferences
Future Play '08: Proceedings of the 2008 Conference on Future Play: Research, Play, Share
November 2008
297 pages
ISBN:9781605582184
DOI:10.1145/1496984
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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Published: 03 November 2008

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Author Tags

  1. behaviour definition (programming) language
  2. game AI
  3. smart terrain

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FuturePlay08
FuturePlay08: FuturePlay 2008 Academic Games Conference
November 3 - 5, 2008
Ontario, Toronto, Canada

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Cited By

View all
  • (2016)Prolog-Scripted Tactics Negotiation and Coordinated Team Actions for Counter-Strike Game BotsIEEE Transactions on Computational Intelligence and AI in Games10.1109/TCIAIG.2014.23319728:1(82-88)Online publication date: Mar-2016
  • (2015)Artificial intelligence in video gamesInternational Journal of Computer Games Technology10.1155/2015/2712962015(5-5)Online publication date: 1-Jan-2015
  • (2013)A perceptual study into the behaviour of autonomous agents within a virtual urban environment2013 IEEE 14th International Symposium on "A World of Wireless, Mobile and Multimedia Networks" (WoWMoM)10.1109/WoWMoM.2013.6583494(1-6)Online publication date: Jun-2013
  • (2011)A Classification of Scripting Systems for Entertainment and Serious Computer GamesProceedings of the 2011 Third International Conference on Games and Virtual Worlds for Serious Applications10.1109/VS-GAMES.2011.13(47-54)Online publication date: 4-May-2011
  • (2010)Developing serious games for cultural heritage: a state-of-the-art reviewVirtual Reality10.1007/s10055-010-0177-314:4(255-275)Online publication date: 16-Nov-2010

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