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An Architecture for Game Behavior AI: Behavior Multi-Queues
2009
Proceedings of the AAAI Artificial Intelligence and Interactive Digital Entertainment Conference
We describe an AI behavior architecture that supports responsive collaborative interruptible and resumable behaviors using behavior queues. This architecture wraps sets of behaviors into roles, which provide a simple efficient mechanism for encapsulating behaviors into components that can change dynamically, based on environmental criteria. To illustrate the viability of this architecture in a commercial setting, we implemented this architecture in BioWare Corp.'s Neverwinter Nights game. To
doi:10.1609/aiide.v5i1.12350
fatcat:dznjg5bnmbb65nxyru2hobj6ga