2009
DOI: 10.1007/978-3-642-10347-6_14
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A Semantic Navigation Model for Video Games

Abstract: Abstract. Navigational performance of artificial intelligence (AI) characters in computer games is gaining an increasingly important role in the perception of their behavior. While recent games successfully solve some complex navigation problems, there is little known or documented on the underlying approaches, often resembling a primitive conglomerate of ad-hoc algorithms for specific situations.In this paper we develop a generic navigation model which we call semantics-based, because it enables AI to incorpo… Show more

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Cited by 8 publications
(4 citation statements)
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“…They cover a vast set of rules expressing what the player can and cannot do and what the game can and cannot do to the player. It also includes the rewards and punishments [28]. The participating virtual entities include all objects, people, locations that form the game from walls and bricks to cities and maps and NPCs, such as monsters as well as a human opponent.…”
Section: Game Recognitionsupporting
confidence: 49%
See 1 more Smart Citation
“…They cover a vast set of rules expressing what the player can and cannot do and what the game can and cannot do to the player. It also includes the rewards and punishments [28]. The participating virtual entities include all objects, people, locations that form the game from walls and bricks to cities and maps and NPCs, such as monsters as well as a human opponent.…”
Section: Game Recognitionsupporting
confidence: 49%
“…This includes information on where objects are located in relation to each other and how movement action and limitations are portrayed in the game. Van Driel and Bidarra [28] suggest that game controls and navigation are at the core of a game environment. Game controls include information about how the player interacts with the game, where buttons are located on screen and how they affect game play for the player.…”
Section: Game Recognitionmentioning
confidence: 43%
“…Modern gaming environments often confine the player to travel along clearly marked, programmed routes, meaning the player only has a limited number of ways in which they can proceed from location A to location B [16]. Embedded mechanisms can support innovative features such as geometric modification, enabling the players' actions to dynamically alter their environment to suit their style of play or abilities as they progress through the game.…”
Section: Lack Of Engagementsupporting
confidence: 43%
“…They apply to the camera the navigation models that are used for the animation of autonomous non-player characters (Reese & Stout, 1999). Indirect approaches translate users needs into constraints on the camera parameters, which they intend to solve (Driel & Bidarra, 2009). …”
Section: Related Workmentioning
confidence: 45%