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
} }
Citation