A Demonstration of ScriptEase Interruptible and Resumable Behaviors for CRPGs

Abstract

Intelligent non-player characters that exhibit realistic ambient behaviors produce more captivating and immersive stories for the player. However, the creation of non-repetitive and entertaining behaviors is challenging, since it involves writing complex custom scripting code for thousands of characters in a common game adventure. This demonstration describes the generation of motivational behavior scripts using generative behavior patterns with ScriptEase. We demonstrate interruptible and resumable motivational ambient and latent behaviors for a tavern scene in a custom Neverwinter Nights game module.

Cite

Text

Cutumisu et al. "A Demonstration of ScriptEase Interruptible and Resumable Behaviors for CRPGs." AAAI Conference on Artificial Intelligence, 2007.

Markdown

[Cutumisu et al. "A Demonstration of ScriptEase Interruptible and Resumable Behaviors for CRPGs." AAAI Conference on Artificial Intelligence, 2007.](https://mlanthology.org/aaai/2007/cutumisu2007aaai-demonstration/)

BibTeX

@inproceedings{cutumisu2007aaai-demonstration,
  title     = {{A Demonstration of ScriptEase Interruptible and Resumable Behaviors for CRPGs}},
  author    = {Cutumisu, Maria and Szafron, Duane and Schaeffer, Jonathan and Waugh, Kevin and Onuczko, Curtis and Siegel, Jeff and Schumacher, Allan},
  booktitle = {AAAI Conference on Artificial Intelligence},
  year      = {2007},
  pages     = {1968-1969},
  url       = {https://mlanthology.org/aaai/2007/cutumisu2007aaai-demonstration/}
}