{"title":"从不沉闷的时刻:游戏世界事件之间可信的动态角色节拍生成","authors":"Kyle Mitchell, C. Pettijohn, Joshua Mccoy","doi":"10.1609/aiide.v18i1.21974","DOIUrl":null,"url":null,"abstract":"This work presents a heterogeneous system using ABL, CiF, and a virtual game world to demonstrate how dynamic character beats can be used to preserve believability across game world events. We describe the individual components used in our system and detail how each component contributes to the alignment of physical and mental contexts of NPC agents. Finally, we provide a brief account of the demo experience showcasing our system’s capabilities.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"13 1","pages":"279-281"},"PeriodicalIF":0.0000,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Never a Dull Moment: Believable Dynamic Character Beat Generation between Game World Events\",\"authors\":\"Kyle Mitchell, C. Pettijohn, Joshua Mccoy\",\"doi\":\"10.1609/aiide.v18i1.21974\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This work presents a heterogeneous system using ABL, CiF, and a virtual game world to demonstrate how dynamic character beats can be used to preserve believability across game world events. We describe the individual components used in our system and detail how each component contributes to the alignment of physical and mental contexts of NPC agents. Finally, we provide a brief account of the demo experience showcasing our system’s capabilities.\",\"PeriodicalId\":92576,\"journal\":{\"name\":\"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference\",\"volume\":\"13 1\",\"pages\":\"279-281\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-10-11\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1609/aiide.v18i1.21974\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1609/aiide.v18i1.21974","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Never a Dull Moment: Believable Dynamic Character Beat Generation between Game World Events
This work presents a heterogeneous system using ABL, CiF, and a virtual game world to demonstrate how dynamic character beats can be used to preserve believability across game world events. We describe the individual components used in our system and detail how each component contributes to the alignment of physical and mental contexts of NPC agents. Finally, we provide a brief account of the demo experience showcasing our system’s capabilities.