Zobrazeno 1 - 10
of 10
pro vyhledávání: '"David Llansó"'
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 9:37-43
Component-based architecture is the software design of choice for most modern games and game engines, allowing for extensible and reusable software that easily adapts to changes in requirements. Nevertheless, designing a component-based architecture
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 9:9-15
Detailed design documents have been criticized as a hard to maintain artifacts that may easily become useless while a game under development keeps evolving. In this paper we propose the use of declarative domain modelling as a communication tool and
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 7:8-13
Due to the changing nature of videogames, the component-based architecture is the design of choice for managing game entities instead of the traditional static class hierarchies. A component-based architecture lets programmers edit entities as collec
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 5:70-75
Developing the AI for non-player characters in a video game is a collaborative task between programmers and designers. Most of the times, there is a tension between the freedom that designers require to include their narrative in the game and the eff
Publikováno v:
FDG
The state-of-the-art in software engineering for game engines, recommends the use of a component-based software architecture for managing the entities in a game. A component-based architecture facilitates the definition of new types of entities as co
Autor:
Marco Antonio Gómez-Martín, Belén Díaz-Agudo, David Llansó, Pedro A. González-Calero, Gonzalo Flórez-Puga, Pedro Pablo Gómez-Martín
Publikováno v:
Artificial Intelligence for Computer Games ISBN: 9781441981875
Building the behaviour fornon-player characters (NPC) in a game is a collaborative effort betweenAI designers and programmers. Programmers provide to the designers with the building blocks for specifying behaviours in the game, and designers use some
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::aad34ffb17e22b27b24519d07543a761
https://doi.org/10.1007/978-1-4419-8188-2_3
https://doi.org/10.1007/978-1-4419-8188-2_3
Publikováno v:
Intelligent Virtual Agents ISBN: 9783642043796
IVA
IVA
Authoring the AI for non-player characters (NPCs) in modern video games is an increasingly complex task. Designers and programmers must collaborate to resolve a tension between believable agents with emergent behaviours and scripted story lines. Beha
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::28d4141a4621eb33fa3df6facd12831e
https://doi.org/10.1007/978-3-642-04380-2_10
https://doi.org/10.1007/978-3-642-04380-2_10
Autor:
Flórez-Puga, Gonzalo, Llansó, David, Gómez-Martín, Marco Antonio, Gómez-Martín, Pedro P., Díaz-Agudo, Belén, González-Calero, Pedro Antonio
Publikováno v:
Artificial Intelligence for Computer Games; 2011, p55-81, 27p
The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration ofacademic AI te
Welcome to the proceedings of the 9th International Conference on Intelligent Virtual Agents, held September 14–16, 2009 in Amsterdam, The Netherlands. Intelligent virtual agents (IVAs) are interactive characters that exhibit hum- like qualities an