AI Design for Believable Characters via Gameplay Design PatternsPetri Lankoski (Aalto University, Finland), Anja Johansson (Linköping University, Sweden), Benny Karlsson (Fabrication Games Europe AB, Sweden), Staffan Björk (Chalmers University of Technology, Sweden) and Pierangelo Dell’Acqua (Linköping University, Sweden)
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DOI: 10.4018/978-1-60960-567-4.ch002 Sample PDFCite
MLA
Lankoski, Petri, Anja Johansson, Benny Karlsson, Staffan Björk and Pierangelo Dell’Acqua. "AI Design for Believable Characters via Gameplay Design Patterns." Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments. IGI Global, 2011. 15-31. Web. 20 May. 2013. doi:10.4018/978-1-60960-567-4.ch002
APA
Lankoski, P., Johansson, A., Karlsson, B., Björk, S., & Dell’Acqua, P. (2011). AI Design for Believable Characters via Gameplay Design Patterns. In M. Cruz-Cunha, V. Varvalho, & P. Tavares (Eds.), Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments (pp. 15-31). Hershey, PA: Information Science Reference. doi:10.4018/978-1-60960-567-4.ch002
Chicago
Lankoski, Petri, Anja Johansson, Benny Karlsson, Staffan Björk and Pierangelo Dell’Acqua. "AI Design for Believable Characters via Gameplay Design Patterns." In Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments, ed. Maria Manuela Cruz-Cunha, Vitor Hugo Varvalho and Paula Tavares, 15-31 (2011), accessed May 20, 2013. doi:10.4018/978-1-60960-567-4.ch002
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 Favorite  | | TopAbstractWe address the problem of creating human-like, believable behavior for game characters. To achieve character believability in games, the game designer needs to develop that character so that it fulfills as many aspects of believability as possible. With believable behavior we mean that the game is consistently structured in terms of narration or gameplay so that it is possible to build and maintain coherent relations between the actions of the characters. In this paper, we first analyze the general patterns for game characters design in detail concentrating on the aspects that are relevant to the AI design. Then, we present an agent architecture that we are developing, and discuss how this architecture can address the identified design patterns. TopComplete Chapter List
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Paula Tavares (Polytechnic Institute of Cávado and Ave, Portugal), Pedro Mota Teixeira (Polytechnic Institute of Cávado and Ave, Portugal), Leonardo Pereira (Polytechnic Institute of Cávado and Ave, Portugal), Maria Manuela Cruz-Cunha (Polytechnic Institute of Cávado and Ave, Portugal & University of Minho, Portugal)
Finally, we examine the importance and function of motion graphics inside the game experience and the game contexts in which this communication feature is applied.
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| 2. |
Petri Lankoski (Aalto University, Finland), Anja Johansson (Linköping University, Sweden), Benny Karlsson (Fabrication Games Europe AB, Sweden), Staffan Björk (Chalmers University of Technology, Sweden), Pierangelo Dell’Acqua (Linköping University, Sweden)
We address the problem of creating human-like, believable behavior for game characters. To achieve character believability in games, the game designer needs to devel...
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| 3. |
Giannis Milolidakis (Technological Education Institution of Crete, Greece & Euromed Management, France), Chris Kimble (Euromed Management, France), Corinne Grenier (Euromed Management, France)
This chapter analyzes behaviour in on-line games from a practice-oriented perspective and focuses on how individuals create and sustain social structures. It reports...
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| 4. |
Verónica Costa Orvalho (Universidade do Porto, Portugal), João Orvalho (Face In Motion, Portugal)
Character Animation has a crucial role in modern videogames: it is essential to provide a realistic and immersive experience to the users. This chapter presents the...
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| 5. |
Agostino Poggi (Università degli Studi di Parma, Italy)
Online games have grown during recent years into a popular entertainment form with a wide variety of games and player communities spread across the world. Such games...
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| 6. |
Mark G. Elwell (Hakusan International School, Japan)
This chapter reports on movements toward de facto standards for role playing games in the freely accessible and configurable shared virtual environment of Second Lif...
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| 7. |
Murillo Guimarães Carneiro (Federal University of Uberlândia, Brazil)
The growth of the game industry shows a great market to be conquered. However the gaming business now has consumers more demanding and hungry for quality games, not...
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| 8. |
Jouni Smed (University of Turku, Finland)
Interactive digital storytelling (IDS) aims at generating dramatically compelling stories based on the user’s input. During the two decades of research, IDS has prom...
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| 9. |
Michael Barlow (The University of New South Wales at the Australian Defence Force Academy, Australia)
This chapter covers these recent advances in HCI technology. It conveys the technological and engineering basis of the key current & successful technologies – for in...
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| 10. |
Vladimir Devyatkov (Bauman Moscow State Technical University, Russia), Alexander Alfimtsev (Bauman Moscow State Technical University, Russia)
A primary goal of virtual environments is to support natural, efficient, powerful and flexible human-computer interaction. But the traditional two-dimensional, keybo...
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| 11. |
Sarajane Marques Peres (University of São Paulo, Brazil), Clodis Boscarioli (Western Paraná State University, Brazil), Jorge Bidarra (Western Paraná State University, Brazil), Marcelo Fantinato (University of São Paulo, Brazil)
Nowadays, efforts in computer game development have been concerned to overcome entertainment objectives. In fact, there has been much effort aiming at finding, in Co...
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| 12. |
Blaine Hoffman (The Pennsylvania State University, USA)
The continued evolution of mobile technology provides for new means of interaction and engagement in our daily lives. The interconnectedness, availability, and rapid...
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| 13. |
Henry H. Emurian (UMBC, USA), Gerald C. Canfield (UMBC, USA), Peter G. Roma (Institutes for Behavior Resources, USA), Zabecca S. Brinson (Institutes for Behavior Resources, USA), Eric D. Gasior (Institutes for Behavior Resources, USA), Robert D. Hienz (Johns Hopkins University School of Medicine, USA), Steven R. Hursh (Johns Hopkins University School of Medicine, USA), Joseph V. Brady (Johns Hopkins University School of Medicine, USA)
This chapter describes a Team Performance Task (TPT) that has been designed to assess the status of a three-person team operating a game-like multiplayer task requir...
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| 14. |
Patrick Stacey (Imperial College London, UK), Joe Nandhakumar (University of Warwick, UK)
There is little research into the emotional dimension of creative industry personnel, such as computer game designers, and how emotions relate to their creative prac...
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| 15. |
Olga Albuquerque (Escola Secundária Dr Jaime Magalhães Lima, Portugal), Gillian Grace Moreira (University of Aveiro, Portugal)
Using questionnaires and interviews, the video-gaming habits of 136 youngsters, ranging from the ages of 9 to 15 years, were assessed, taking into consideration thei...
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| 16. |
Matthew Sharritt (Situated Research, LLC, USA), R. Kelly Aune (University of Hawaii at Manoa, USA), Daniel D. Suthers (University of Hawaii at Manoa, USA)
A qualitative case study of student game play is presented, describing how game player communication becomes increasingly complex, efficient, and impenetrable by tho...
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| 17. |
Patrícia Arriaga (ISCTE-IUL, Cis-IUL, Portugal), Augusta Gaspar (ISCTE-IUL, Cis-IUL, Portugal), Francisco Esteves (ISCTE-IUL, Cis-IUL, Portugal)
This chapter intends to contribute to the clarification of the controversy surrounding the short-term effects of playing violent games [VG] on aggressive and prosoci...
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| 18. |
Julio Angel Ortiz (Harvard University, USA)
The chapter serves as an introduction to current thinking about the role of games in our society. It takes a measured tone in acknowledging some of the challenges to...
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| 19. |
Stephen Brock Schafer (Digipen Institute of Technology, USA), Gino Yu (Hong Kong Polytechnic University, Hong Kong)
The development of more meaningful video games is becoming increasingly possible by recent advances in video game technologies, neurosciences, and biofeedback. In th...
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| 20. |
Heiko Duin (BIBA Bremer Institut für Produktion und Logistik GmbH, Germany), Jannicke Baalsrud Hauge (BIBA Bremer Institut für Produktion und Logistik GmbH, Germany), Felix Hunecker (BIBA Bremer Institut für Produktion und Logistik GmbH, Germany), Klaus-Dieter Thoben (BIBA Bremer Institut für Produktion und Logistik GmbH, Germany)
This chapter describes application areas for serious games in the context of such CNOs. A classification scheme for serious games has been developed based on two dif...
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| 21. |
Juho Hamari (Helsinki Institute for Information Technology HIIT, Finland), Aki Järvinen (Digital Chocolate, Inc., Finland)
The results provide several game mechanics that are located in the union of game design and business planning. Moreover, the results imply a new approach to game des...
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| 22. |
Inês de Seixas Duarte (Universidade Católica Portuguesa – Porto, Portugal), António Manuel Valente de Andrade (Universidade Católica Portuguesa – Porto, Portugal)
In this chapter we will review the state of the art in these areas and present some arguments for and against each of these strategies.
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| 23. |
Fernando Belfo (Polytechnic Institute of Coimbra, Portugal)
Computer games conceptualization and development are processes that have particular features with significant complexity. The life cycle at computer games developmen...
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| 24. |
Martin Heitmann (Technische Universität Berlin, Germany), Kay Tidten (Technische Universität Berlin, Germany)
Nowadays, managers in the computer and video gaming industry are forced to reevaluate their companies’ strategic position within the value-added chain, as traditiona...
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| 25. |
Peter J. Denning (Naval Postgraduate School, USA), Fernando Flores (Pluralistic Networks, Inc., USA), Gloria Flores (Pluralistic Networks, Inc., USA)
Two questions are examined. Why is coordination hard to achieve when teams are diverse? Are there conditions under which players of MMOGs can learn skills of effecti...
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| 26. |
Danny Pannicke (Berlin Institute of Technology, Germany), Jonas Repschläger (Berlin Institute of Technology, Germany), Rüdiger Zarnekow (Berlin Institute of Technology, Germany)
Virtual worlds enable new ways to create value. Recent examples from Second Life – a virtual world run by Linden Lab – have demonstrated how firms can use this techn...
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| 27. |
Kostas Anagnostou (Ionian University, Greece)
In this chapter we review and discuss the impact of mass adoption of the Internet and its assorted technologies is having on the evolution of the videogame medium. S...
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| 28. |
Pedro Pina (ESTGOH - Polytechnic Institute of Coimbra, Portugal)
In the present chapter, the author briefly studies the particular tension between the current copyright paradigm, based on the dichotomy active creator – passive con...
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| 29. |
Peter J. Wasilko (The Institute for End User Computing, Inc., USA)
This chapter introduces readers to a broad range of legal issues relevant to game designers and developers touching such topics as intellectual property protection,...
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