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ABSTRACT
We introduce scalability for computer games as the next frontier for techniques from data management. A very important aspect of computer games is the artificial intelligence (AI) of non-player characters. To create interesting AI in games today, developers or players have to create complex, dynamic behavior for a very small number of characters, but neither the game engines nor the style of AI programming enables intelligent behavior that scales to a very large number of non-player characters. In this paper we make a first step towards truly scalable AI in computer games by modeling game AI as a data management problem. We present a highly expressive scripting language SGL that provides game designers and players with a data-driven AI scheme for customizing behavior for individual non-player characters. We use sophisticated query processing and indexing techniques to efficiently execute large numbers of SGL scripts, thus providing a framework for games with a truly epic number of non-player characters. Experiments show the efficacy of our solutions.
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CITED BY 7
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Robert Albright , Alan Demers , Johannes Gehrke , Nitin Gupta , Hooyeon Lee , Rick Keilty , Gregory Sadowski , Ben Sowell , Walker White, SGL: a scalable language for data-driven games, Proceedings of the 2008 ACM SIGMOD international conference on Management of data, June 09-12, 2008, Vancouver, Canada
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Alan Demers , Johannes Gehrke , Christoph Koch , Ben Sowell , Walker White, Database research in computer games, Proceedings of the 35th SIGMOD international conference on Management of data, June 29-July 02, 2009, Providence, Rhode Island, USA
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