Creating interactive characters is one of the most challenging tasks of videogame design. In order to facilitate such an endeavour, we introduce a decisional and behaviour synthesis architecture integrated in the game engine Unity3D. A distinguishing feature of this architecture is that it embraces embodied cognition principles and uses them as implementation requirements. From these we derive an architecture which is based on a novel combination of previously proposed systems, together with some simplifications.
English
621.3 Electrical engineering
Artificial Intelligence & Big Data; Media Internet
10 p.
IEEE Transactions on Computational Intelligence and AI in Games
99; 1
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