An AI system for large open VirtualWorld
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11320%2F14%3A10283345" target="_blank" >RIV/00216208:11320/14:10283345 - isvavai.cz</a>
Výsledek na webu
<a href="http://popelka.ms.mff.cuni.cz/~cerny/papers/WarhorseAI_AIIDE_2014.pdf" target="_blank" >http://popelka.ms.mff.cuni.cz/~cerny/papers/WarhorseAI_AIIDE_2014.pdf</a>
DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
An AI system for large open VirtualWorld
Popis výsledku v původním jazyce
In recent years, computer games have reached unprecedented level of graphical fidelity to the real world. As the non-player characters (NPCs) in the game world look more and more realistic, players expect them to manifest believable behavior as well. This is accented especially in games that feature large open worlds, which players may explore freely and it is thus not possible to explicitly account for all possible player interactions. In this paper we focus mainly on ambient AI - the logic behind dayto day behaviors of NPCs as they sleep, work and entertain themselves in the virtual world. In this context, it is of great importance to build a system that handles many NPCs (up to several hundreds) quickly. In this paper we report on an implementationof a particular AI system that was approved for deployment in an upcoming high-budget game. The system features a hierarchy of control similar to the subsumption architecture and a visual agent-based language inspired by behavior trees.W
Název v anglickém jazyce
An AI system for large open VirtualWorld
Popis výsledku anglicky
In recent years, computer games have reached unprecedented level of graphical fidelity to the real world. As the non-player characters (NPCs) in the game world look more and more realistic, players expect them to manifest believable behavior as well. This is accented especially in games that feature large open worlds, which players may explore freely and it is thus not possible to explicitly account for all possible player interactions. In this paper we focus mainly on ambient AI - the logic behind dayto day behaviors of NPCs as they sleep, work and entertain themselves in the virtual world. In this context, it is of great importance to build a system that handles many NPCs (up to several hundreds) quickly. In this paper we report on an implementationof a particular AI system that was approved for deployment in an upcoming high-budget game. The system features a hierarchy of control similar to the subsumption architecture and a visual agent-based language inspired by behavior trees.W
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
IN - Informatika
OECD FORD obor
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Návaznosti výsledku
Projekt
<a href="/cs/project/GAP103%2F10%2F1287" target="_blank" >GAP103/10/1287: PlanEx: Propojení plánování a provádění plánů</a><br>
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2014
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014
ISBN
978-1-57735-681-3
ISSN
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e-ISSN
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Počet stran výsledku
8
Strana od-do
44-51
Název nakladatele
AAAI Press
Místo vydání
Palo Alto, California
Místo konání akce
Raleigh, USA
Datum konání akce
3. 10. 2014
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
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