Improvisational Puppets, Actors, and Avatars
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Citation: Barbara Hayes-Roth and Robert van Gent. (1996) Improvisational Puppets, Actors, and Avatars. In KSL-96-09, February,1996.
| Publication techreport ( Edit ) | |
| type | Technical Report |
| bibtype | techreport |
| Bibtex basics | |
| author | Barbara Hayes-Roth and Robert van Gent |
| title | Improvisational Puppets, Actors, and Avatars |
| number | KSL-96-09 |
| institution | Knowledge Systems, AI Laboratory |
| year | 1996 |
| month | February |
| Bibtex more | |
| Access Paper | |
| abstract | We are investigating three kinds of advanced capabilities for computer game characters. First, we want characters to exhibit life-like qualities. They should show distinctive personalities, context-dependent moods, and normal variability in their behavior. Second, we want characters to follow directions.They should accept directions from various external sources, including game designers, game players, and other game components. They should follow both individual directions that are delivered interactively during a game and sets of directions organized into scenarios that are provided in advance. They should be able to follow directions that vary in specificity, ranging from those that prescribe specific behaviors to those that permit alternative interpretations.Finally, we want characters to improvise many different courses of behavior.Their improvisational choices should reflect their individual personalities,their current moods, their current directions, and the situation in their virtual world. Characters should surprise game players by improvising different courses of behavior in similar situations on different occasions. |
| KSL Technical Report ID: KSL-96-09 |
Facts about Improvisational Puppets, Actors, and AvatarsRDF feed
| Abstract | We are investigating three kinds of advanc … We are investigating three kinds of advanced capabilities for computer game characters. First, we want characters to exhibit life-like qualities. They should show distinctive personalities, context-dependent moods, and normal variability in their behavior. Second, we want characters to follow directions.They should accept directions from various external sources, including game designers, game players, and other game components. They should follow both individual directions that are delivered interactively during a game and sets of directions organized into scenarios that are provided in advance. They should be able to follow directions that vary in specificity, ranging from those that prescribe specific behaviors to those that permit alternative interpretations.Finally, we want characters to improvise many different courses of behavior.Their improvisational choices should reflect their individual personalities,their current moods, their current directions, and the situation in their virtual world. Characters should surprise game players by improvising different courses of behavior in similar situations on different occasions. similar situations on different occasions. |
| Author | Barbara Hayes-Roth and Robert van Gent + |
| Bibtype | techreport + |
| Has author | Barbara Hayes-Roth and Robert van Gent + |
| Has identifier | KSL-96-09 + |
| Has publishing details | February,1996 + |
| Has title | Improvisational Puppets, Actors, and Avatars + |
| Has where published | KSL-96-09 + |
| Has year | 1996 + |
| Institution | Knowledge Systems, AI Laboratory + |
| Ksl tr id | KSL-96-09 + |
| Month | February + |
| Number | KSL-96-09 + |
| Process note | NO + |
| Title | Improvisational Puppets, Actors, and Avatars + |
| Year | 1996 + |
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