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https://www.um.edu.mt/library/oar/handle/123456789/29601
Title: | A scheme for creating digital entertainment with substance |
Authors: | Yannakakis, Georgios N. Hallam, John |
Keywords: | Computer games -- Design Human-computer interaction Artificial intelligence |
Issue Date: | 2005 |
Publisher: | JCA |
Citation: | Yannakakis, G. N., & Hallam, J. (2005). A scheme for creating digital entertainment with substance. 19th International Joint Conference on Artificial Intelligence of the Workshop on Reasoning, Representation, and Learning in Computer Games, Edinburgh. 119-124. |
Abstract: | Computer games constitute a major branch of the entertainment industry nowadays. The financial and research potentials of making games more appealing (or else more interesting) are more than impressive. Interactive and cooperative characters can generate more realism in games and satisfaction for the player. Moreover, on-line (while play) machine learning techniques are able to produce characters with intelligent capabilities useful to any game’s context. On that basis, richer human-machine interaction through real-time entertainment, player and emotional modeling may provide means for effective adjustment of the non-player characters’ behavior in order to obtain games of substantial entertainment. This paper introduces a research scheme for creating NPCs that generate entertaining games which is based interdisciplinary on the aforementioned areas of research and is foundationally supported by several pilot studies on testbed games. Previous work and recent results are presented within this framework. |
URI: | https://www.um.edu.mt/library/oar//handle/123456789/29601 |
Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
File | Description | Size | Format | |
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A_scheme_for_creating_digital_entertainment_with_substance.pdf | 97.29 kB | Adobe PDF | View/Open |
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