Supporting the Collaboration between Programmers and Designers Building Game AI

Autor: Marco Antonio Gómez-Martín, Ismael Sagredo-Olivenza, Pedro A. González-Calero
Přispěvatelé: Universidad Complutense de Madrid = Complutense University of Madrid [Madrid] (UCM), Konstantinos Chorianopoulos, Monica Divitini, Jannicke Baalsrud Hauge, Letizia Jaccheri, Rainer Malaka, TC 14
Rok vydání: 2015
Předmět:
Zdroj: Entertainment Computing-ICEC 2015 ISBN: 9783319245881
ICEC
Lecture Notes in Computer Science
14th International Conference on Entertainment Computing (ICEC)
14th International Conference on Entertainment Computing (ICEC), Sep 2015, Trondheim, Norway. pp.496-501, ⟨10.1007/978-3-319-24589-8_46⟩
Popis: Part 3: Posters; International audience; The design of the behavior of non-player characters (NPCs) in a game is a collaborative task between programmers and designers. Nevertheless this collaboration is an open problem since the limits, responsibilities and competences are not well defined.Behavior trees are the technology of choice nowadays for programming the behavior of NPCs, and they are first and foremost a programmers tool. In this paper we describe an experiment that shows that with the right division of labor and a reduced background in Programming, designers can also build behavior trees and thus find a principled way to collaborate with programmers in that task.
Databáze: OpenAIRE