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Pattern-based AI Scripting Using ScriptEase

Full Text: scripting.ps PS

Creating realistic artificially-intellligent characters is seen as one of the major challenges of the commercial games industry. Historically character behavior has been specified using simple finite state manchines and, more recently, by AI scripting languages. THese languages are realatibely "simple", in part because the language has to serve three user sommunities: game designers, game programmers and consumers- each with differentlevels of programming experience. The scription often becomes unwieldy, given that potentially hundreds (thousands) of characters need to be defined, the characters need non-trivial behaviors, and the characters have to interface with the plot constraints. In this paper, the ScriptEase model for AI scripting is presented. The model is pattern -template based, allowing designers to quickly build complex behaviors without doing explicit programming. This paper describes ScriptEase's code for BioWare's NeverWinter Nights game. In addition to behaviors, the model is being extended to include encounter, dialog and plot patterns.

Citation

M. McNaughton, J. Redford, J. Schaeffer, D. Szafron. "Pattern-based AI Scripting Using ScriptEase". Canadian Society for Computational Studies of Intelligence, pp 35-49, January 2003.

Keywords: machine learning
Category: In Conference

BibTeX

@incollection{McNaughton+al:CSCSI03,
  author = {Matthew McNaughton and James Redford and Jonathan Schaeffer and
    Duane Szafron},
  title = {Pattern-based AI Scripting Using ScriptEase},
  Pages = {35-49},
  booktitle = {Canadian Society for Computational Studies of Intelligence},
  year = 2003,
}

Last Updated: June 05, 2007
Submitted by Staurt H. Johnson

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