Using cyclic scheduling to generate believable behavior in games

Richard Zhao, Duane Szafron

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)

Abstract

Video game virtual characters should interact with the player, each other, and the environment. However, the cost of scripting complex behaviors becomes a bottleneck in content creation. Our goal is to help game designers to more easily populate their open world with background characters that exhibit more believable behaviors. We use a cyclic scheduling model that generates dynamic schedules for the daily lives of virtual characters. The scheduler employs a tiered behavior architecture where behavior components are modular and reusable. This research validates the designer usability of an implementation of this model. We present the results of a user study that evaluates the scheduling system versus manual scripting based on three metrics of behavior creation: behavior completeness, behavior correctness and behavior implementation time. The results indicate that the behavior architecture produces more reliable behaviors and improves designer efficiency which will reduce the cost of generating more believable character behaviors.

Original languageEnglish (US)
Title of host publicationProceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014
PublisherAAAI press
Pages94-101
Number of pages8
ISBN (Electronic)9781577356813
StatePublished - Jan 1 2014
Event10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014 - Raleigh, United States
Duration: Oct 3 2014Oct 7 2014

Publication series

NameProceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014

Other

Other10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014
CountryUnited States
CityRaleigh
Period10/3/1410/7/14

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All Science Journal Classification (ASJC) codes

  • Artificial Intelligence
  • Visual Arts and Performing Arts

Cite this

Zhao, R., & Szafron, D. (2014). Using cyclic scheduling to generate believable behavior in games. In Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014 (pp. 94-101). (Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014). AAAI press.
Zhao, Richard ; Szafron, Duane. / Using cyclic scheduling to generate believable behavior in games. Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014. AAAI press, 2014. pp. 94-101 (Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014).
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Zhao, R & Szafron, D 2014, Using cyclic scheduling to generate believable behavior in games. in Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014. Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014, AAAI press, pp. 94-101, 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014, Raleigh, United States, 10/3/14.

Using cyclic scheduling to generate believable behavior in games. / Zhao, Richard; Szafron, Duane.

Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014. AAAI press, 2014. p. 94-101 (Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014).

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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Zhao R, Szafron D. Using cyclic scheduling to generate believable behavior in games. In Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014. AAAI press. 2014. p. 94-101. (Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014).