Systems

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.

afterthought1 Afterthought
automatically identifies and records cinematic highlights from multiplayer online games
 annie Annie 
exploits rich task-based representations of activity within game worlds to control game play.
 bowman

Bowman

Tool for authoring declarative representations for game environments

  Bowyer

Tool for authoring declarative representations for game environments, bridging planning models and game engine code generation

Crossbow

C# implementation of the popular Longbow planning system

  Crosswind

middleware component connecting planning systems, real-time execution monitors and adaptive storytelling systems

Darshak [UC Santa Cruz link]
automatic generation of 3D cinematics based on models of discourse structure
  DPOCL

decompositional, partial-order causal link planning algorithm

  Fabulist [Georgia Tech link]
an architecture for automated story generation and presentation.
fixitscreen FixIt

intelligent games-based learning environment for learning about computer malware

Fletcher

service-side controller for service-oriented architecure controlling game AI

iccrimesplash IC-CRIME

game-based environment for crime-scene investigation

  IPOCL [Georgia Tech link]
narrative planning system incorporating character intentionality and believability
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.

Longboard

tablet-based authoring tool for machinima

  Longbow

hierarchical planning system used by discourse generators, cinematics systems and narrative systems.

  Mimesis

initial component-based architecure for intelligent control of game environments

Virtuoso

tool for kids to build their own 3D games based on STEM course content

Webplan

web-based interface to a range of planning algorithms

Zuzen

infrastructure for controlling and filming scripts in 3D game worlds

  Zocalo

service-oriented architecture for integrating intelligent control in to commercial computer games