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Automatic hierarchical task network planning system for the Unity game engine. / Krylov, Boris; Abramov, Maxim.

Automatic hierarchical task network planning system for the Unity game engine. Vol. 2648 2020. p. 122-133 (CEUR Workshop Proceedings).

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Harvard

Krylov, B & Abramov, M 2020, Automatic hierarchical task network planning system for the Unity game engine. in Automatic hierarchical task network planning system for the Unity game engine. vol. 2648, CEUR Workshop Proceedings, pp. 122-133, 2020 "Russian Advances in Artificial Intelligence", RAAI 2020, Moscow, Russian Federation, 10/10/20.

APA

Krylov, B., & Abramov, M. (2020). Automatic hierarchical task network planning system for the Unity game engine. In Automatic hierarchical task network planning system for the Unity game engine (Vol. 2648, pp. 122-133). (CEUR Workshop Proceedings).

Vancouver

Krylov B, Abramov M. Automatic hierarchical task network planning system for the Unity game engine. In Automatic hierarchical task network planning system for the Unity game engine. Vol. 2648. 2020. p. 122-133. (CEUR Workshop Proceedings).

Author

Krylov, Boris ; Abramov, Maxim. / Automatic hierarchical task network planning system for the Unity game engine. Automatic hierarchical task network planning system for the Unity game engine. Vol. 2648 2020. pp. 122-133 (CEUR Workshop Proceedings).

BibTeX

@inproceedings{157c05b6e48643baa03132f44395fb31,
title = "Automatic hierarchical task network planning system for the Unity game engine",
abstract = "The article relates to the automatic planning system integrated into the Unity game engine environment, which controls an agent behavior. A graphical notation for domain knowledge definition was developed. Goals reached in this paper will allow quick complex behaviour pattern implementation for non-player characters within the game environment.",
author = "Boris Krylov and Maxim Abramov",
note = "Publisher Copyright: {\textcopyright} 2020 Copyright for this paper by its authors.; 2020 {"}Russian Advances in Artificial Intelligence{"}, RAAI 2020 ; Conference date: 10-10-2020 Through 16-10-2020",
year = "2020",
language = "English",
volume = "2648",
series = "CEUR Workshop Proceedings",
publisher = "RWTH Aahen University",
pages = "122--133",
booktitle = "Automatic hierarchical task network planning system for the Unity game engine",

}

RIS

TY - GEN

T1 - Automatic hierarchical task network planning system for the Unity game engine

AU - Krylov, Boris

AU - Abramov, Maxim

N1 - Publisher Copyright: © 2020 Copyright for this paper by its authors.

PY - 2020

Y1 - 2020

N2 - The article relates to the automatic planning system integrated into the Unity game engine environment, which controls an agent behavior. A graphical notation for domain knowledge definition was developed. Goals reached in this paper will allow quick complex behaviour pattern implementation for non-player characters within the game environment.

AB - The article relates to the automatic planning system integrated into the Unity game engine environment, which controls an agent behavior. A graphical notation for domain knowledge definition was developed. Goals reached in this paper will allow quick complex behaviour pattern implementation for non-player characters within the game environment.

UR - http://www.scopus.com/inward/record.url?scp=85092302937&partnerID=8YFLogxK

M3 - Conference contribution

AN - SCOPUS:85092302937

VL - 2648

T3 - CEUR Workshop Proceedings

SP - 122

EP - 133

BT - Automatic hierarchical task network planning system for the Unity game engine

T2 - 2020 "Russian Advances in Artificial Intelligence", RAAI 2020

Y2 - 10 October 2020 through 16 October 2020

ER -

ID: 88195932