Primitives and Behavior-Based Architectures for Interactive Entertainment

Behavior-based architechtures use a basis set of behaviors as a primitive-level action vocabulary for an autonomous agent, such as a character in an interactive environment. This vocabulary can be extended to perform more complex actions by sequencing and superimposing primitive behaviors. Perceptual-motor primitives are an extension of the behavior-based architecture in which the behaviors encode perceptual characteristics for observing the behavior when executed by another agent, in addition to control mechanisms for executing the behavior. These architectures are applicable to character control for interactive environments. Behavior-based control has been a subject of research in multi-robot control and has potential for controlling groups of characters as well as creating autonomous characters. Control of articulated characters based on perceptualmotor primitives is a recent area of research and is applicable to extending the range of actions for user-controlled and computer-controlled characters and incorporating new human-centered input mechanisms into gameplay.

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