Integrating plan-based behavior generation with game environments

R. Michael Young, Mark Riedl · 2005

In this paper, we describe an architecture called Mimesis, designed to integrate a range of intelligent components with conventional game engines. The architecture is designed to bridge the gap between game engine design and development and much of the work in artificial intelligence that focuses on the automatic creation of novel and effective action sequences.

Read the paper · More papers on PaperTik