http://cogprints.org/3744/
Teaching Bayesian Behaviours to Video Game Characters
This article explores an application of Bayesian programming to behaviours for synthetic video games characters. We address the problem of real-time reactive selection of elementary behaviours for an agent playing a first person shooter game. We show how Bayesian programming can lead to condensed and easier formalisation of finite state machine-like behaviour selection, and lend itself to learning by imitation, in a fully transparent way for the player.
Le Hy, R
Arrigoni, A
Bessiere, Dr P
Lebeltel, Dr O
Robotics
R
Le Hy
A
Arrigoni
P
Bessiere
O
Lebeltel