Volume 3 Number 2 June 2012

    
Adapting Synchronous Parallielism to AI Scripting in Games

Joseph Kehoe, Joseph Morris

https://doi.org/

Abstract Scripting is used extensively in game development for the implementation of AI based behaviors. Game scripting languages have not, as yet, benefited from the move to multicore architectures. We propose a synchronous model of concurrency particular to game AI scripting that allows game scripting languages to fully utilize multicore processors. The next steps in developing this model further are discussed.... Read More


Cognitive Emotional Based Architecture for Crowd Simulation

Haifa Abdelhak, Aladdin Ayesh, Damien Olivier

https://doi.org/

Abstract This paper presents a new approach to model crowd behaviour in normal and risky situations. Our model is based on human cognitive characteristics specially personality type, perception and emotion that we assume relevant to individuals’ behavioural decisions. The model supports an efficient interaction between the different architecture components to provide behaviour. A formal definition of cognitive characteristics will be given... Read More


A GOAP Architecture for Emergency Evaluation in Serious Games

Cesar Garcia-Garcia, Laura Torres-Lopez, Victor Larios-Rosillo, Herve Luga

https://doi.org/

Abstract This work presents the current development of a Goal- Oriented Action Planning Architecture to be used in the DVRMedia2 Framework AI Engine. The purpose of this research is to model complex behaviours to be used for massive simulations, with thousands of virtual characters acting in a congruent manner in emergency situations, where first responders and civilian popula- tion could be... Read More


Influencing Player Emotions Using Colors

Evi Joosten, Giel van Lankveld, Pieter Spronck

https://doi.org/

Abstract People experience emotions when playing videogames. It can be argued that these emotions are their main reason for playing. In this paper, we investigate whether colors can be used in videogames to elicit specific emotions. We ran an experiment with a videogame in which four different colors, associated with four specific emotions, were used in four different conditions (in this... Read More