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Skip to Search Results- 10Computer games
- 4Intelligent agents
- 4Scripting language
- 3Artificial intelligence
- 3Generative pattern
- 3Non-player character
- 4Schaeffer, Jonathan
- 4Szafron, Duane
- 3Carbonaro, Mike
- 3Cutumisu, Maria
- 3McNaughton, Matthew
- 3Onuczko, Curtis
- 8Graduate and Postdoctoral Studies (GPS), Faculty of
- 8Graduate and Postdoctoral Studies (GPS), Faculty of/Theses and Dissertations
- 3Computing Science, Department of
- 3Educational Psychology, Department of
- 3Educational Psychology, Department of/Journal Articles (Educational Psychology)
- 2Computing Science, Department of/Technical Reports (Computing Science)
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Spring 2013
The game of Amazons is a young board game with simple rules, nice mathematical properties yet a high complexity between chess and Go. The state of the art Amazons solver was presented by Martin Müller in 2001 with which he solved the Amazons 5 × 5 starting position as a first player win. This...
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Fall 2009
Most story-based games today have manually-scripted non-player characters (NPCs) and the scripts are usually simple and repetitive since it is time-consuming for game developers to script each character individually. ScriptEase, a publicly-available author-oriented developer tool, attempts to...
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Fall 2010
Non-Player Character (NPC) behaviors in today’s computer games are mostly generated from manually written scripts. The high cost of manually creating complex behaviors for each NPC to exhibit intelligence in response to every situation in the game results in NPCs with repetitive and artificial...
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2006
Onuczko, Curtis, Schaeffer, Jonathan, Cutumisu, Maria, Roy, Thomas, Carbonaro, Mike, McNaughton, Matthew, Szafron, Duane
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...
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2006
Cutumisu, Maria, Szafron, Duane, Roy, Thomas, Carbonaro, Mike, McNaughton, Matthew, Schaeffer, Jonathan, Onuczko, Curtis
Many computer games use custom scripts to control the ambient behaviors of non-player characters (NPCs). Therefore, a story writer must write fragments of computer code for the hundreds or thousands of NPCs in the game world. The challenge is to create entertaining and non-repetitive behaviors...
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Spring 2012
Havannah is a recent game that is interesting from an AI research perspective. Some of its properties, including virtual connections, frames, dead cells, draws and races to win, are explained. Monte Carlo Tree Search (MCTS) is well suited to play Havannah, but many improvements are possible....
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Fall 2009
As video game designers focus on immersive interactive stories, the number of game object interactions grows exponentially. Most games use manually-programmed scripts to control object interactions, although automated techniques for generating scripts from high-level specifications are being...