International Journal of Intelligent Games & Simulation  Vol 1 No 1


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Charles et al

Wen et al

Dabass et al

van Waveren et al

Sakomoto et al

 

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Chief Editors
N E Gough
Q H Mehdi

  
Coordinators  
Norman Gough

SCS Europe BVBA

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ISSN 1477-2043

 
 

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 SCS Europe BVBA

 

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Generating Dynamic Storylines Through Characters Interactions

Fred Charles, Steven J. Mead and Marc Cavazza

 

In this paper we describe a fully implemented prototype for interactive storytelling using the Unreal™ engine. We describe the important mechanisms involved in the variability of plot instantiations, within a scenario of sitcom genre. We also provide an evaluation of the concepts of how the dynamic interactions between agents and/or the user influence the generation of story, with first results of examples.

 

Animating Intelligent Games Characters Using Mesh Skinning
Zhigang Wen, Q.Mehdi, N. E. Gough

The mesh skinning technique has several distinct advantages compared to the traditional computer game animation techniques such as key framing and rigid articulated body animation. It can produce realistic and smooth character animation in real time by allowing more than one transformation matrix to affect the vertices that form the “skin” of the character. With advances in both hardware and software, it has now become more practical to implement this technique in PCs in real time. The paper firstly gives a brief review of traditional animation methods in computer games. It then introduces the skinning mesh technique and proposes a method to incorporate this technique into procedures for intelligent character animation. The paper also introduces the implementation of mesh skinning using DirectX 8. The result of this work could be applied to 3D simulation involving realistic character animation.

 

AI Architectures for Games: A  Review of 3D Accelerator Technology
D. Al-Dabass , R. Cant, N. Chia

 

Special AI architectures for games are widespread. A review of the current technology of 3 -D accelerators is presented in this paper,- it is aimed at graphics animation used in games and visual simulation systems, together with associated techniques and software architectures. Topics covered include OpenGL, DirectX, anti-aliasing, motion blur and depth of field. game makers more freedom to create 3D renders with their very own style in them. The consumers will benefit from this greatly as more real-time graphics is pushed towards reality.

 

Artificial Player for Quake III Arena
J. M. P. van Waveren, L. J. M. Rothkrantz

 

In this paper the Quake III Arena bot is presented  The bot is an intelligent artificial player that “lives” side by side with the game program.  To show human-like behaviour a wide range of technologies and common sense solutions are used for the bot AI.  It is the first commercially developed artificial player that uses fully automated path and route finding without the need to acquire knowledge about routing and navigation during gameplay.  The bot uses a cognitive model that maes it resource efficient.

 

Component-Based Audio-Video Communication Tool for Network 3D Games
H. Sakomoto, Y. Okada, E. Itoh, M. Yamashita

 

This paper treats distributed audio-video sharing mechanisms for the development of network 3D games. Especially the authors propose the new concept. This concept is that making a copy of a visible, manually operable software component and transferring it to another computer enable users to share it. If a facility that manages audio or video data is realized as such a component, even end-users can easily and rapidly build audio-video communication environments through the copy-and-transfer operation. This paper explains realization mechanisms of the copy-and-transfer operation and describes its availability by showing network 3D game examples.

 

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