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An Ecosystem Based Model for Real-Time Generative Animation of Humanoid Non-Player Characters

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Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 8154))

Abstract

In this paper a novel approach to a decentralized autonomous model of agency for general purpose Non-Player Characters (NPCs) is presented: the AI model of Computational Ecosystems. We describe the technology used to animate a population of gregarious humanoid avatars in a virtual world. This artistic work is an ethnographic project where a population of NPCs inhabit the virtual world and interact autonomously among themselves as well as with an audience of outsiders (human observers). First, we present the background, motivation and summary for the project. Then, we describe the algorithm that was developed to generate the movements and behaviors of the population of NPC “story-tellers”. Finally, we discuss some of the critical aspects of this implementation and contextualize the work with regards to a wider usage in computer games and virtual worlds.

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Antunes, R.F., Leymarie, F.F. (2013). An Ecosystem Based Model for Real-Time Generative Animation of Humanoid Non-Player Characters. In: Correia, L., Reis, L.P., Cascalho, J. (eds) Progress in Artificial Intelligence. EPIA 2013. Lecture Notes in Computer Science(), vol 8154. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-40669-0_7

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  • DOI: https://doi.org/10.1007/978-3-642-40669-0_7

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-40668-3

  • Online ISBN: 978-3-642-40669-0

  • eBook Packages: Computer ScienceComputer Science (R0)

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