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Teaching Bayesian Behaviours to Video Game Characters

Ronan Le Hy 1 Anthony Arrigoni 1 Pierre Bessiere 1 Olivier Lebeltel 1 
1 E-MOTION - Geometry and Probability for Motion and Action
GRAVIR - IMAG - Laboratoire d'informatique GRAphique, VIsion et Robotique de Grenoble, Inria Grenoble - Rhône-Alpes
Abstract : 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.
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Submitted on : Tuesday, October 30, 2007 - 4:28:57 PM
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  • HAL Id : inria-00182073, version 1



Ronan Le Hy, Anthony Arrigoni, Pierre Bessiere, Olivier Lebeltel. Teaching Bayesian Behaviours to Video Game Characters. Robotics and Autonomous Systems, 2004, 47, 47, pp.177--185. ⟨inria-00182073⟩



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