Motivated Reinforcement Learning for Non-Player Characters in Persistent Computer Game Worlds
Curious Characters in Multiuser Games: A Study in Motivated Reinforcement Learning for Creative Behavior Policies * Mary Lou Maher University of Sydney.
Using Synthetic Vision for Autonomous Non-Player Characters in Computer Games ASAI 2002 – 31º JAIIO Santa Fe – Argentina Septiembre 2002 Autores: Enrique,
Intrinsically Motivated Hierarchical Reinforcement Learning Andrew Barto Autonomous Learning Lab Department of Computer Science University of Massachusetts.
Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,
Persistent Autonomous FlightNicholas Lawrance Reinforcement Learning for Soaring CDMRG – 24 May 2010 Nick Lawrance.
CSE1GDT Characters and Worlds Paul Taylor 2009 Games Take Place in Worlds We have covered the Game Space – Where the game mechanics live.
MMORPG In Depth By Jonathan. Massively Multiplayer Online Roleplaying Game User created identities (characters) Persistent world User driven world.
Achieving Believable Psychosocial Behaviour in Non-player Characters in Modern Video Games Christine Bailey, Jiaming You, Gavan Acton, Adam Rankin, and.