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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