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1.2 COMPUTER AND INFORMATION SCIENCE
The behaviour of non-player character game agents can be made more interesting and believable through the use of increased contextual awareness. In this paper, we present smart ambiance which allows information about the am- biance of an environment (determined by the environment itself, objects in the environment and recent events) to be used in agent plan generation. We demonstrate how this leads to contextually in uenced action selection and, in turn, more interesting and believable character behaviour.
Sloan, C., Kelleher, J.D. & Mac Namee, B. (2011) Feeling the Ambiance: Uusing Smart Ambiance to Increase Contextual Awareness in Game Agents. Proceedings of the 8th International Conference on Advances in Computer Entertainment, Bordeaux, France — 28 - 01, July. doi:10.1145/2159365.2159418