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research article

A Too to Design Interactive Characters Based on Embodied Cognition

Llobera, Joan
•
Boulic, Ronan  
December 1, 2019
Ieee Transactions On Games

Creating interactive characters is one of the most challenging tasks of videogame design. In order to facilitate such an endeavor, we introduce a decisional and behavior synthesis architecture integrated in the game engine Unity3D. A distinguishing feature of this architecture is that it embraces embodied cognition principles and uses them as implementation requirements. From these, we derive an architecture, which is based on a novel combination of previously proposed systems, together with some simplifications. We also argue that the architecture proposed has properties-modularity, scalability, and stability-which can he beneficial for its practical industrial adoption, particularly in the context of the recent improvement in machine learning techniques. Artificial intelligence is a quite technical domain, and we believe such a tool can facilitate interactive character creation by creative minds in industrial applications.

  • Details
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Type
research article
DOI
10.1109/TCIAIG.2017.2755699
Web of Science ID

WOS:000512949000002

Author(s)
Llobera, Joan
Boulic, Ronan  
Date Issued

2019-12-01

Publisher

IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC

Published in
Ieee Transactions On Games
Volume

11

Issue

4

Start page

311

End page

319

Subjects

Computer Science, Artificial Intelligence

•

Computer Science, Software Engineering

•

Computer Science

•

artificial intelligence (ai)

•

character modeling

•

decision making

•

virtual reality

•

behavior

Editorial or Peer reviewed

REVIEWED

Written at

EPFL

EPFL units
SCI-IC-RB  
Available on Infoscience
February 27, 2020
Use this identifier to reference this record
https://infoscience.epfl.ch/handle/20.500.14299/166510
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