var bibbase_data = {"data":"\"Loading..\"\n\n
\n\n \n\n \n\n \n \n\n \n\n \n \n\n \n\n \n
\n generated by\n \n \"bibbase.org\"\n\n \n
\n \n\n
\n\n \n\n\n
\n\n Excellent! Next you can\n create a new website with this list, or\n embed it in an existing web page by copying & pasting\n any of the following snippets.\n\n
\n JavaScript\n (easiest)\n
\n \n <script src=\"https://bibbase.org/service/mendeley/7ff3d559-34c5-3dc7-a15e-4809d39e6685/group/d948f5f4-d418-3e67-bc7e-9e775d760e8f?jsonp=1&jsonp=1\"></script>\n \n
\n\n PHP\n
\n \n <?php\n $contents = file_get_contents(\"https://bibbase.org/service/mendeley/7ff3d559-34c5-3dc7-a15e-4809d39e6685/group/d948f5f4-d418-3e67-bc7e-9e775d760e8f?jsonp=1\");\n print_r($contents);\n ?>\n \n
\n\n iFrame\n (not recommended)\n
\n \n <iframe src=\"https://bibbase.org/service/mendeley/7ff3d559-34c5-3dc7-a15e-4809d39e6685/group/d948f5f4-d418-3e67-bc7e-9e775d760e8f?jsonp=1\"></iframe>\n \n
\n\n

\n For more details see the documention.\n

\n
\n
\n\n
\n\n This is a preview! To use this list on your own web site\n or create a new web site from it,\n create a free account. The file will be added\n and you will be able to edit it in the File Manager.\n We will show you instructions once you've created your account.\n
\n\n
\n\n

To the site owner:

\n\n

Action required! Mendeley is changing its\n API. In order to keep using Mendeley with BibBase past April\n 14th, you need to:\n

    \n
  1. renew the authorization for BibBase on Mendeley, and
  2. \n
  3. update the BibBase URL\n in your page the same way you did when you initially set up\n this page.\n
  4. \n
\n

\n\n

\n \n \n Fix it now\n

\n
\n\n
\n\n\n
\n \n \n
\n
\n  \n 2017\n \n \n (1)\n \n \n
\n
\n \n \n
\n \n\n \n \n \n \n \n \n Using program by demonstration and visual scripting to supporting game design.\n \n \n \n \n\n\n \n Sagredo-Olivenza, I.; Gómez-Martín, P.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n Volume 10351 LNCS 2017.\n \n\n\n\n
\n\n\n\n \n \n \"UsingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 30 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@book{\n title = {Using program by demonstration and visual scripting to supporting game design},\n type = {book},\n year = {2017},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n keywords = {Case-based reasoning,Entertainment,Game AI Program by demonstration,Machine learning},\n volume = {10351 LNCS},\n id = {2e8278ac-9dd5-3d31-9895-89b409528ccf},\n created = {2017-11-06T18:56:17.967Z},\n file_attached = {true},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {d948f5f4-d418-3e67-bc7e-9e775d760e8f},\n last_modified = {2017-11-06T19:08:48.380Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n 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.},\n bibtype = {book},\n author = {Sagredo-Olivenza, I. and Gómez-Martín, P.P. and Gómez-Martín, M.A. and González-Calero, P.A.},\n doi = {10.1007/978-3-319-60045-1_5}\n}
\n
\n\n\n
\n © 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.\n
\n\n\n
\n\n\n\n\n\n
\n
\n\n
\n
\n  \n 2015\n \n \n (1)\n \n \n
\n
\n \n \n
\n \n\n \n \n \n \n \n Supporting the collaboration between programmers and designers building game ai.\n \n \n \n\n\n \n Sagredo-Olivenza, I.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n Volume 9353 2015.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Supporting the collaboration between programmers and designers building game ai},\n type = {book},\n year = {2015},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n volume = {9353},\n id = {67b221e3-e0d6-384b-821d-0a0b182848b0},\n created = {2018-05-24T05:50:46.190Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {d948f5f4-d418-3e67-bc7e-9e775d760e8f},\n last_modified = {2018-05-24T05:50:46.190Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© IFIP International Federation for Information Processing 2015. The design of the behavior of non-player characters (NPCs) in a game is a collaborative task between programmers and designers. Nevertheless this collaboration is an open problem since the limits, responsibilities and competences are not well defined. Behavior trees are the technology of choice nowadays for programming the behavior of NPCs, and they are first and foremost a programmers tool. In this paper we describe an experiment that shows that with the right division of labor and a reduced background in Programming, designers can also build behavior trees and thus find a principled way to collaborate with programmers in that task.},\n bibtype = {book},\n author = {Sagredo-Olivenza, I. and Gómez-Martín, M.A. and González-Calero, P.A.},\n doi = {10.1007/978-3-319-24589-8_46}\n}
\n
\n\n\n
\n © IFIP International Federation for Information Processing 2015. The design of the behavior of non-player characters (NPCs) in a game is a collaborative task between programmers and designers. Nevertheless this collaboration is an open problem since the limits, responsibilities and competences are not well defined. Behavior trees are the technology of choice nowadays for programming the behavior of NPCs, and they are first and foremost a programmers tool. In this paper we describe an experiment that shows that with the right division of labor and a reduced background in Programming, designers can also build behavior trees and thus find a principled way to collaborate with programmers in that task.\n
\n\n\n
\n\n\n\n\n\n
\n
\n\n
\n
\n  \n 2013\n \n \n (1)\n \n \n
\n
\n \n \n
\n \n\n \n \n \n \n \n \n Evaluating sketch-based retrieval speed-up for behaviour design in soccerbots.\n \n \n \n \n\n\n \n Flórez-Puga, G.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n In FLAIRS 2013 - Proceedings of the 26th International Florida Artificial Intelligence Research Society Conference, pages 369-374, 2013. \n \n\n\n\n
\n\n\n\n \n \n \"EvaluatingPaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 20 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Evaluating sketch-based retrieval speed-up for behaviour design in soccerbots},\n type = {inproceedings},\n year = {2013},\n pages = {369-374},\n id = {f7255e0c-0989-357f-a25a-acdaf24cc2c2},\n created = {2017-11-06T18:58:02.302Z},\n file_attached = {true},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {d948f5f4-d418-3e67-bc7e-9e775d760e8f},\n last_modified = {2017-11-06T19:06:16.125Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Sketch-based retrieval is a technique that supports the design of behaviour for game characters by reusing previously designed behaviours. Most techniques for specifying behaviour for game characters use some kind of graph-based formalism to represent such behaviour. Through graph-matching techniques, sketch-based retrieval allows to use any intermediate graph generated along the design process, a sketch of the final behaviour, as a query to retrieve similar behaviours from a library of complete behaviours. In this paper we describe the design and results from an experiment designed to measure to what extent having a library of reusable behaviours accessed through sketch-based retrieval can speed-up the behaviour design process in the Soccerbots game. Copyright © 2013, Association for the Advancement of Artificial Intelligence. All rights reserved.},\n bibtype = {inproceedings},\n author = {Flórez-Puga, G. and Díaz-Agudo, B. and González-Calero, P.},\n booktitle = {FLAIRS 2013 - Proceedings of the 26th International Florida Artificial Intelligence Research Society Conference}\n}
\n
\n\n\n
\n Sketch-based retrieval is a technique that supports the design of behaviour for game characters by reusing previously designed behaviours. Most techniques for specifying behaviour for game characters use some kind of graph-based formalism to represent such behaviour. Through graph-matching techniques, sketch-based retrieval allows to use any intermediate graph generated along the design process, a sketch of the final behaviour, as a query to retrieve similar behaviours from a library of complete behaviours. In this paper we describe the design and results from an experiment designed to measure to what extent having a library of reusable behaviours accessed through sketch-based retrieval can speed-up the behaviour design process in the Soccerbots game. Copyright © 2013, Association for the Advancement of Artificial Intelligence. All rights reserved.\n
\n\n\n
\n\n\n\n\n\n
\n
\n\n
\n
\n  \n 2008\n \n \n (1)\n \n \n
\n
\n \n \n
\n \n\n \n \n \n \n \n Experience-based design of behaviors in videogames.\n \n \n \n\n\n \n Flórez Puga, G.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n Volume 5239 LNAI 2008.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Experience-based design of behaviors in videogames},\n type = {book},\n year = {2008},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {180-194},\n volume = {5239 LNAI},\n id = {7f0abecf-fd5a-3239-b68c-aa57af1ac8c2},\n created = {2017-11-06T19:10:27.730Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {d948f5f4-d418-3e67-bc7e-9e775d760e8f},\n last_modified = {2017-11-06T19:10:27.846Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Artificial intelligence in games is usually used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPC) of games is a cumbersome task that needs experienced designers. Amongst other activities, they design new behaviors in terms of perception and actuation over the environment. Behaviors typically use recurring patterns, so that experience and reuse are crucial aspects for behavior design. In this paper we present a behavior editor (eCo) using Case Based Reasoning to retrieve and reuse stored behaviors represented as hierarchical state machines. In this paper we focus on the application of different types of similarity assessment to retrieve the best behavior to reuse. eCo is configurable for different domains. We present our experience within a soccer simulation environment (SoccerBots) to design the behaviors of the automatic soccer players. © Springer-Verlag Berlin Heidelberg 2008.},\n bibtype = {book},\n author = {Flórez Puga, G. and Díaz-Agudo, B. and González-Calero, P.},\n doi = {10.1007/978-3-540-85502-6_12}\n}
\n
\n\n\n
\n Artificial intelligence in games is usually used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPC) of games is a cumbersome task that needs experienced designers. Amongst other activities, they design new behaviors in terms of perception and actuation over the environment. Behaviors typically use recurring patterns, so that experience and reuse are crucial aspects for behavior design. In this paper we present a behavior editor (eCo) using Case Based Reasoning to retrieve and reuse stored behaviors represented as hierarchical state machines. In this paper we focus on the application of different types of similarity assessment to retrieve the best behavior to reuse. eCo is configurable for different domains. We present our experience within a soccer simulation environment (SoccerBots) to design the behaviors of the automatic soccer players. © Springer-Verlag Berlin Heidelberg 2008.\n
\n\n\n
\n\n\n\n\n\n
\n
\n\n\n\n\n
\n\n\n \n\n \n \n \n \n\n
\n"}; document.write(bibbase_data.data);