Below is a list of the systems that we’ve built or are currently working on, listed alphabetically by system name. You can follow the links for each system to find more information, including the names of project team members, videos or images and links to relevant publications. If you’re interested in the projects that create these systems, the list of projects we’ve worked on can be found here.
Afterthought automatically identifies and records cinematic highlights from multiplayer online games |
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Annie exploits rich task-based representations of activity within game worlds to control game play. |
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Bowman Tool for authoring declarative representations for game environments |
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Bowyer
Tool for authoring declarative representations for game environments, bridging planning models and game engine code generation |
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Crossbow
C# implementation of the popular Longbow planning system |
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Crosswind
middleware component connecting planning systems, real-time execution monitors and adaptive storytelling systems |
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Darshak [UC Santa Cruz link] automatic generation of 3D cinematics based on models of discourse structure |
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DPOCL
decompositional, partial-order causal link planning algorithm |
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Fabulist [Georgia Tech link] an architecture for automated story generation and presentation. |
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FixIt
intelligent games-based learning environment for learning about computer malware |
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Fletcher
service-side controller for service-oriented architecure controlling game AI |
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IC-CRIME
game-based environment for crime-scene investigation |
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IPOCL [Georgia Tech link] narrative planning system incorporating character intentionality and believability |
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Kyudo
initial implementation of a system for performing proactive mediation, that is, recognizing the likely plans of a player and determining how to change the unfolding game structure to best accomodate a successful narrative. |
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Longboard
tablet-based authoring tool for machinima |
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Longbow
hierarchical planning system used by discourse generators, cinematics systems and narrative systems. |
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Mimesis
initial component-based architecure for intelligent control of game environments |
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Virtuoso
tool for kids to build their own 3D games based on STEM course content |
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Webplan
web-based interface to a range of planning algorithms |
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Zuzen
infrastructure for controlling and filming scripts in 3D game worlds |
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Zocalo
service-oriented architecture for integrating intelligent control in to commercial computer games |