HOW TO EASILY DESIGN REUSABLE BEHAVIOURS FOR SITUATED CHARACTERS?

Tony Dujardin, Jean-Christophe Routier

Abstract

Since the action selection mechanism chooses the next fired action, we claim that it is the place where the character’s behaviour is defined. We propose an ASM wich is able to produce believable and reusable behaviours for situated cognitive characters. It is defined as a combination of several motivations. It is modular and robust to evolutions of the environment, hence the designer task of building behaviour is made easier. The design of NPC in MMORPG can particularly derive benefit from this ASM.

References

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Paper Citation


in Harvard Style

Dujardin T. and Routier J. (2009). HOW TO EASILY DESIGN REUSABLE BEHAVIOURS FOR SITUATED CHARACTERS? . In Proceedings of the International Conference on Agents and Artificial Intelligence - Volume 1: ICAART, ISBN 978-989-8111-66-1, pages 167-172. DOI: 10.5220/0001544601670172


in Bibtex Style

@conference{icaart09,
author={Tony Dujardin and Jean-Christophe Routier},
title={HOW TO EASILY DESIGN REUSABLE BEHAVIOURS FOR SITUATED CHARACTERS?},
booktitle={Proceedings of the International Conference on Agents and Artificial Intelligence - Volume 1: ICAART,},
year={2009},
pages={167-172},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0001544601670172},
isbn={978-989-8111-66-1},
}


in EndNote Style

TY - CONF
JO - Proceedings of the International Conference on Agents and Artificial Intelligence - Volume 1: ICAART,
TI - HOW TO EASILY DESIGN REUSABLE BEHAVIOURS FOR SITUATED CHARACTERS?
SN - 978-989-8111-66-1
AU - Dujardin T.
AU - Routier J.
PY - 2009
SP - 167
EP - 172
DO - 10.5220/0001544601670172