Automatically Generating Conversational Behaviors in Animated Agents
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Center for Human Modeling and Simulation
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In the creation of synthetic computer characters, the creators shouldn't have to create or control every move of their life like human agents: for example, during the progress of a search or planning system, responding to knowledge based queries, or portraying autonomous agents during real-time virtual environment simulations. For these automated characters we must generate behavior on the basis of rules abstracted from the study of human behavior.
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1994-10-04
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Copyright Massachusetts Institute of Technology. Presented at Lifelike Computer Characters, October 1994.