Virtual Actors’ Behaviour for 3D Interactive Storytelling
dc.contributor.author | Cavazza, Marc | en_US |
dc.contributor.author | Charles, Fred | en_US |
dc.contributor.author | Mead, Steven J. | en_US |
dc.contributor.author | Strachan, Alexander I. | en_US |
dc.date.accessioned | 2015-11-11T18:52:52Z | |
dc.date.available | 2015-11-11T18:52:52Z | |
dc.date.issued | 2001 | en_US |
dc.description.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. | en_US |
dc.description.seriesinformation | Eurographics 2001 - Short Presentations | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.uri | https://doi.org/10.2312/egs.20011040 | en_US |
dc.publisher | Eurographics Association | en_US |
dc.title | Virtual Actors’ Behaviour for 3D Interactive Storytelling | en_US |