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Generating Ambient Behaviours in Computer Role-Playing Games Open Access


Author or creator
Cutumisu, Maria
Szafron, Duane
Schaeffer, Jonathan
McNaughton, Matthew
Roy, Thomas
Onuczko, Curtis
Carbonaro, Mike
Additional contributors
Collaborative behavior
Computer games
Generative pattern
Scripting language
Ambient behavior
Nonplayer character
Intelligent agents
Type of item
Journal Article (Published)
To compete in today's market, companies that develop computer role-playing games (CRPGs) must quickly and reliably create realistic, engaging game stories. Indeed, intricate storylines and realism that goes beyond graphics have become major product differentiators. To establish both, it's essential that companies use AI to create nonplayer characters (NPCs) that exhibit near-realistic ambient behaviors. Doing so offers players a rich background tapestry that makes the game more entertaining. Because storylines must come first, however, NPCs that aren't critical to the plot are often added at the end of the game development cycle - if resources are available. To control NPCs' ambient behaviors, many computer games use custom scripts. Story authors must therefore write computer code fragments for the game world's hundreds or thousands of NPCs. Our approach lets game authors use generative behavior patterns to create scripts of complex NPC behaviors and interactions. To build these patterns; they use our publicly available ScriptEase tool, which lets them create game stories using a high-level, menu-driven programming model
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© 2006 Maria Cutumisu et al. This version of this article is open access and can be downloaded and shared. The original author(s) and source must be cited.
Citation for previous publication
Cutumisu, M., Szafron, D., Schaeffer, J., McNaughton, M., Roy, T., Onuczko, C., and Carbonaro, M. (2006). Generating Ambient Behaviours in Computer Role-Playing Games. IEEE Intelligent Systems, 21(5), 19-27.

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