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Creating interactive characters is one of the most challenging tasks of videogame design. In order to facilitate such an endeavor, we introduce a decisional and behavior 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. We also argue that the architecture proposed has properties-modularity, scalability, and stability-which can he beneficial for its practical industrial adoption, particularly in the context of the recent improvement in machine learning techniques. Artificial intelligence is a quite technical domain, and we believe such a tool can facilitate interactive character creation by creative minds in industrial applications.
Olaf Blanke, José del Rocio Millán Ruiz, Ronan Boulic, Bruno Herbelin, Ricardo Andres Chavarriaga Lozano, Fumiaki Iwane