Using program by demonstration and visual scripting to supporting game design. Sagredo-Olivenza, I., Gómez-Martín, P., Gómez-Martín, M., & González-Calero, P. Volume 10351 LNCS , 2017.
doi  abstract   bibtex   30 downloads  
© Springer International Publishing AG 2017. Creating the behavior for non-player characters (NPCs) in video games is a complex task that requires the collaboration among programmers and game designers. Usually these game designers are responsible of configuring and fine tuning certain parameters of the behavior, while programmers write the actual code of those behaviors. That requires several iterations between them. In this paper, we present a new approach for creating the behavior of NPCs that gives more power to the game designer to create behavior without technical knowledge using program by demonstration but preserving the designer confident of the final behavior.
@book{
 title = {Using program by demonstration and visual scripting to supporting game design},
 type = {book},
 year = {2017},
 source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},
 keywords = {Case-based reasoning,Entertainment,Game AI Program by demonstration,Machine learning},
 volume = {10351 LNCS},
 id = {d95b9bd0-ee29-32c3-a70e-6cb1c2dd2f6d},
 created = {2017-08-10T19:44:24.318Z},
 file_attached = {false},
 profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},
 last_modified = {2017-08-10T19:44:24.318Z},
 read = {false},
 starred = {false},
 authored = {true},
 confirmed = {false},
 hidden = {false},
 private_publication = {false},
 abstract = {© Springer International Publishing AG 2017. Creating the behavior for non-player characters (NPCs) in video games is a complex task that requires the collaboration among programmers and game designers. Usually these game designers are responsible of configuring and fine tuning certain parameters of the behavior, while programmers write the actual code of those behaviors. That requires several iterations between them. In this paper, we present a new approach for creating the behavior of NPCs that gives more power to the game designer to create behavior without technical knowledge using program by demonstration but preserving the designer confident of the final behavior.},
 bibtype = {book},
 author = {Sagredo-Olivenza, I. and Gómez-Martín, P.P. and Gómez-Martín, M.A. and González-Calero, P.A.},
 doi = {10.1007/978-3-319-60045-1_5}
}

Downloads: 30