NumberII-2-p16
Title Behavior Primitives for End-User NPC Behavior Creation
Authors Daniel J. Rea (University of Manitoba)
Takeo Igarashi (The University of Tokyo)
James E. Young (University of Manitoba)
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 user-centered 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.
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