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A Demonstration of ScriptEase Interruptible and Resumable Behaviors for CRPGs

Intelligent non-player characters that exhibit realistic ambient behaviors produce more captivating and immersive stories for the player. However, the creation of non-repetitive and entertaining behaviors is challenging, since it involves writing complex custom scripting code for thousands of characters in a common game adventure. This demonstration describes the generation of motivational behavior scripts using generative behavior patterns with ScriptEase. We demonstrate interruptible and resumable motivational ambient and latent behaviors for a tavern scene in a custom Neverwinter Nights game module.

Citation

M. Cutimisu, D. Szafron, J. Schaeffer, K. Waugh, C. Onuczko, J. Siegel, A. Schumacher. "A Demonstration of ScriptEase Interruptible and Resumable Behaviors for CRPGs". National Conference on Artificial Intelligence (AAAI), April 2007.

Keywords: 6.1 Life-Like Characters, 7.2 Software Agents
Category: In Conference

BibTeX

@incollection{Cutimisu+al:AAAI07,
  author = {Maria Cutimisu and Duane Szafron and Jonathan Schaeffer and Kevin
    Waugh and Curtis Onuczko and Jeff Siegel and Allan Schumacher},
  title = {A Demonstration of ScriptEase Interruptible and Resumable Behaviors
    for CRPGs},
  booktitle = {National Conference on Artificial Intelligence (AAAI)},
  year = 2007,
}

Last Updated: July 16, 2007
Submitted by Staurt H. Johnson

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