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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. Том 2648 2020. стр. 122-133 (CEUR Workshop Proceedings).

Результаты исследований: Публикации в книгах, отчётах, сборниках, трудах конференцийстатья в сборнике материалов конференцииРецензирование

Harvard

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

APA

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

Vancouver

Krylov B, Abramov M. Automatic hierarchical task network planning system for the Unity game engine. в Automatic hierarchical task network planning system for the Unity game engine. Том 2648. 2020. стр. 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. Том 2648 2020. стр. 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