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ABSTRACT
Behavioural models offer the ability to simulate autonomous agents like organisms and living beings. Psychological studies have shown that human behaviour can be described by a perception-decision-action loop, in which the decisional process should integrate several programming para\-digms such as real-time, concurrency, and hierarchy. Building such systems for interactive simulation requires the design of a reactive system treating flows of data to and from the environment, and involving task control and preemption. Accordingly, in this paper we address the adequateness to the decisional part of the behavioural model of Hierarchical Parallel Transition Systems (HPTS).
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Yoshifumi Kitamura , Rong Rong , Yoshinori Hirano , Kazuhiro Asai , Fumio Kishino, Video agent: interactive autonomous agents generated from real-world creatures, Proceedings of the 2008 ACM symposium on Virtual reality software and technology, October 27-29, 2008, Bordeaux, France
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David Harel , Itai Segall , Hillel Kugler , Yaki Setty, Crafting game-models using reactive system design, Proceedings of the 2008 Conference on Future Play: Research, Play, Share, November 03-05, 2008, Toronto, Ontario, Canada
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