Now showing items 1-4 of 4

    • Proactive Persistent Agents - Using Situational Intelligence to Create Support Characters in Character-Centric Computer Games 

      Mac Namee, Brian (University of Dublin, Trinity College. Department of Computer Science, 2004-01)
      Throughout the 1990's computer game development was dominated by the improvement of game graphics. However, graphical excellence is now the norm rather than the exception, and so other technologies are coming to the fore ...
    • A Proposal for an Agent Architecture for Proactive Persistent Non Player Characters 

      Mac Namee, Brian; Cunningham, Padraig (Trinity College Dublin, Department of Computer Science, 2001-05)
      In the past, games development has been driven by the need to achieve more realistic graphics. This has resulted in a situation today with games set in visually stunning, and almost photo realistic worlds being the norm. ...
    • Research Directions for AI in Computer Games 

      Fairclough, Chris; Fagan, Michael; Mac Namee, Brian; Cunningham, Padraig (Trinity College Dublin, Department of Computer Science, 2001-10)
      The computer games industry is now bigger than the film industry. Until recently, technology in games was driven by a desire to achieve real-time, photo-realistic graphics. To a large extent, this has now been achieved. ...
    • The ?-SIC System: A Connectionist Driven Simulation of Socially Interactive Agents 

      Mac Namee, Brian; Cunningham, Padraig (Trinity College Dublin, Department of Computer Science, 2002-10)
      [Introduction] The success of games such as The Sims (thesims.ea.com) and Black & White (www.bwgame.com) have shown that there is a demand for the personalities, moods, and relationships of Non Player Characters? (NPCs) ...