We are now devoting our efforts to developing an adventure-style game where human-level AI characters really make a difference. We are doing it as a mod to Unreal Tournament. The working title is Haunt 2 (see this link for details of the original Haunt.). http://ai.eecs.umich.edu/~soar/sitemaker/projects/haunt/
Directors for Interactive Drama
Brian Magerko is doing his thesis on directors for interactive drama.
·
Magerko, B. "A Proposal for
an Interactive Drama Architecture", AAAI 2002 Spring
Symposium Series: Artificial Intelligence and Interactive Entertainment, March 2002.
· Magerko, B. & Laird, J. E. Towards Building an Interactive, Scenario-based Training Simulator, 10th Computer Generated Forces and Behavior Representation Conference, 2002, Orlando, FL.
·
Magerko, B. & Laird, J. E., Building
an Interactive Drama Architecture, 1st International Conference
on Technologies for Interactive Digital Storytelling and Entertainment,
· A technical examination of the Soar Quakebot with emphasis on its ability to use anticipation: It Knows What You're Going to Do: Adding Anticipation to a Quakebot. This appeared in the Agents 2001 conference. An earlier version first appeared in the AAAI 2000 Spring Symposium Series: Artificial Intelligence and Interactive Entertainment, March 2000: AAAI Technical Report SS-00-02.
·
A comparison of AI in computer games to research
on computer generated forces (CGF) for distributed training. This paper
includes a shortened and updated version of some of the material in the
following paper. It is targeted to the CGF community. An
Exploration into Computer Games and Computer Generated Forces, The Eighth Conference on Computer Generated Forces and
Behavior Representation, May 2000,
·
The games research uses the same technology we've used for simulating military pilots. This paper gives
an overview of our military pilot simulation work and relates it to issues in
computer game AI development. Sorry but not all of the figures came through to
PDF. Laird, J. E., and Jones,
Mike van Lent and I gave a tutorial on AI Tactical Decision-Making Techniques at the 2001 and 2002 Game Developers Conference.
· Fall 2001 Distinguish Lecture Series on Computer Games
Doug Church’s Talk from 2001 Lecture Series
Lars Liden’s Talk from 2001 Lecture Series
· Fall 2000 Distinguish Lecture Series on Computer Games
Here are the people who have contributed to our research on AI and computer games over the years (in alphabetical order): Ben Bachelor (Unreal Interface), Nathan Benninghoff (Unreal 3D models), Josh Buckman (Descent 3 interface), Karen Coulter (Soar support), Syed Enam-Ur-Rehman (Haunt Bot), Joe Hartford (Quake II interface), Ben Houchard (speech and teamwork), Steve Houchard (Quake II interface), Brad Jones (SGIO, Unreal and Quake interfaces), Alex Kerfoot (Unreal script), John Laird (project management and Quake bot), Colin Lauber (Haunt Level Design), Brad Muir (Half-Life interface), Damien Neff (Descent 3 interface), Michael Parent (Haunt II), Jeff Sheiman (Unreal 3D models), Kurt Steinkraus (Socket-IO), Devvan Stokes (Haunt Level Design), Russ Tedrake (Descent bot), Amy Unger (Quake bot), Michael van Lent (project management and Quake bot), Mike Zielinski (Descent 3 interface).
AI Game Web Sites: http://ai.eecs.umich.edu/people/laird/Game-AI-Resources.htm
Here are a bunch of pictures from AAAI '99 and our preparation for AAAI '99: