Generative agents: Interactive simulacra of human behavior

JS Park, J O'Brien, CJ Cai, MR Morris, P Liang… - Proceedings of the 36th …, 2023 - dl.acm.org
Believable proxies of human behavior can empower interactive applications ranging from
immersive environments to rehearsal spaces for interpersonal communication to prototyping …

[图书][B] Artificial intelligence and games

GN Yannakakis, J Togelius - 2018 - Springer
Georgios N. Yannakakis Julian Togelius Page 1 Artificial Intelligence and Games Georgios N.
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …

Little computer people: A survey and taxonomy of simulated models of social interaction

S Azad, C Martens - Proceedings of the ACM on Human-Computer …, 2021 - dl.acm.org
Bolstered by a growing interest in simulating believable non-player characters (NPCs), work
on NPC models has spanned topics such as planning, procedural storytelling, decision …

[图书][B] Curating simulated storyworlds

J Ryan - 2018 - search.proquest.com
There is a peculiar method in the area of procedural narrative called emergent narrative:
instead of automatically inventing stories or deploying authored narrative content, a system …

[HTML][HTML] The Non-Player Character: Exploring the believability of NPC presentation and behavior

H Warpefelt - 2016 - diva-portal.org
Over the last few decades there has been immense growth in the video game industry, and
we have seen great improvements in both graphics and audio. Unfortunately, the …

Player interaction in narrative games: structure and narrative progression mechanics

E Carstensdottir, E Kleinman, MS El-Nasr - Proceedings of the 14th …, 2019 - dl.acm.org
When studying the impact of interactive narratives, especially in high impact, sensitive
domains such as education and health, it is important that the narrative design as a whole is …

Papers, Please and the systemic approach to engaging ethical expertise in videogames

P Formosa, M Ryan, D Staines - Ethics and Information Technology, 2016 - Springer
Abstract Papers, Please, by Lucas Pope (2013), explores the story of a customs inspector in
the fictional political regime of Arstotzka. In this paper we explore the stories, systems and …

Gamygdala: An emotion engine for games

A Popescu, J Broekens… - IEEE Transactions on …, 2013 - ieeexplore.ieee.org
In this paper we present GAMYGDALA, an emotional appraisal engine that enables game
developers to easily add emotions to their Non-Player Characters (NPC). Our approach …

AI-based game design patterns

M Treanor, A Zook, MP Eladhari, J Togelius, G Smith… - 2015 - strathprints.strath.ac.uk
This paper proposes a model for designing games around Artificial Intelligence (AI). AI-
based games put AI in the foreground of the player experience rather than in a supporting …

[PDF][PDF] Prom Week: Designing past the game/story dilemma.

J McCoy, M Treanor, B Samuel, AA Reed, M Mateas… - FDG, 2013 - aaronareed.net
New player experiences require new game designs–and some designs only become
possible with new technology. Emergent narratives are part of existing story games but the …