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/}
}