Результаты исследований: Публикации в книгах, отчётах, сборниках, трудах конференций › статья в сборнике материалов конференции › Рецензирование
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. Том 2648 2020. стр. 122-133 (CEUR Workshop Proceedings).Результаты исследований: Публикации в книгах, отчётах, сборниках, трудах конференций › статья в сборнике материалов конференции › Рецензирование
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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