Cited by 21Artificial Intelligence in GamesAI-based Problem Solving and PlanningPsychiatry, Mental Health, Neuroscience

The DOI matches its Crossref record, with a small difference in title or year.

Integrating plan-based behavior generation with game environments

Young, R. Michael, Riedl, Mark O.·2005·Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology

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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Crossref · 10.1145/1178477.1178553

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Metadata

Authors
Young, R. M., & Riedl, M. O.
Affiliations
  • North Carolina State University (US)
  • University of Southern California (US)
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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