AAAI Publications, Twenty-Second International FLAIRS Conference

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Making User-Defined Interactive Game Characters BEHAVE
Frederick W. P. Heckel, G. Michael Youngblood, D. Hunter Hale

Last modified: 2009-03-23

Abstract


With the most resource intensive tasks in games offloaded to special purpose processors, game designers now have the opportunity to build richer characters using more complex AI techniques than have been used in the past. While additional CPU time makes improved AI feasible, better tools for building agents are needed to make good interactive characters a reality. In this paper we present the BEHAVEngine and BehaviorShop which enable the creation of rich interactive characters.

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