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Behavior Primitives for End-User NPC Behavior Creation
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Abstract
The creation of interactive character behaviors is a difficult task that is generally relegated to scripting and programming: techniques not always accessible to game designers who want to author such behaviors. We propose a new user-centered method for shifting the authoring process away from programming paradigms based on the idea of usercentered behavior primitives; we show how common interactive behaviors can be described in terms of easy-to-understand primitives such as a goal visibility (hidden, or peeking around a corner) or relative position (stay behind the character), and that this is sufficient to enable the generation of convincing results.
Publisher Link
https://hai-conference.net/ihai2013/proceedings/pdf/II-2-p16.pdf
Citation
Daniel J Rea, Takeo Igarashi, and James E Young. 2013. Behavior Primitives for End-User NPC Behavior Creation. In Proceedings of the 1st International Conference on Human-Agent Interaction, 2013. Sapporo, Japan.