Maria Cutumisu, Duane Szafron, Jonathan Schaeffer, Kevin Waugh, Curtis Onuczko, Jeff Siegel, Allan Schumacher
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.
Subjects: 6.1 Life-Like Characters; 7.2 Software Agents
Submitted: Apr 19, 2007