The DOI matches its Crossref record, with a small difference in title or year.
Integrating plan-based behavior generation with game environments
Abstract
In this paper, we describe an architecture called Mimesis, designed to integrate a range of intelligent components with conventional game engines. The architecture is designed to bridge the gap between game engine design and development and much of the work in artificial intelligence that focuses on the automatic creation of novel and effective action sequences.
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Rahman, A., Yu, A., & Cho, K. (2026) · Systems · doi:10.3390/systems14020175 · Cited by 2
Metadata
- Authors
- Young, R. M., & Riedl, M. O.
- Affiliations
- North Carolina State University (US)
- University of Southern California (US)
- ORCID
- Riedl, Mark O.
- Venue
- Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
- Publisher
- ACM
- Published
- 2005-06-15
- Pages
- 370-370
- OpenAlex
- W2043413410
- Cited by
- 21
- References
- 0
- Citations by year
- 2023: 1 · 2015: 1 · 2013: 1 · 2012: 3
- FWCI
- 1.19
- Type
- conference paper
- Language
- en
- Open access
- closed
- Locations
- International Conference on Advances in Computer Entertainment Technology (ACE) (publishedVersion)
- Topics
- Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
- Physical Sciences › Computer Science › Artificial Intelligence › AI-based Problem Solving and Planning
- Physical Sciences › Computer Science › Artificial Intelligence › Psychiatry, Mental Health, Neuroscience
- Keywords
- game engines, smart components, action sequence generation, behavior trees
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