Virtual Actors’ Behaviour for 3D Interactive Storytelling
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Date
2001
Journal Title
Journal ISSN
Volume Title
Publisher
Eurographics Association
Abstract
In this paper, we describe a method for implementing intelligent behaviour for artificial actors in the context of interactive storytelling. We have developed a fully implemented prototype based on the Unreal™ game engine and carried experiments with a simple sitcom-like scenario. We discuss the central role of artificial actors in interactive storytelling and how real-time generation of their behaviour participates to the creation of a dynamic storyline. We follow previous work describing the behaviour of artificial actors through AI planning formalisms, and adopt a search-based approach to planning. The set of all possible behaviours, accounting for many different instantiations of a basic plot, can be represented through an AND/OR graph. Under certain formal conditions, the solution plan can be obtained by directly searching the graph with the AO* algorithm. We describe our implementation of AO* and how it addresses the specific issues of 3D interactive storytelling, such as interaction with the virtual world and user intervention.
Description
@inproceedings{:10.2312/egs.20011040,
booktitle = {Eurographics 2001 - Short Presentations},
editor = {},
title = {{Virtual Actors’ Behaviour for 3D Interactive Storytelling}},
author = {Cavazza, Marc and Charles, Fred and Mead, Steven J. and Strachan, Alexander I.},
year = {2001},
publisher = {Eurographics Association},
ISSN = {1017-4656},
ISBN = {},
DOI = {/10.2312/egs.20011040}
}