JVRSJ Vol.18 No.3 September, NPC RTS Real-time Simulation NPC NPC NPC AI NPC 4 AI 2 AI 図 1 ゲームとユーザエクスペリエンス reality a

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1 日 本 バーチャルリアリティ 学 会 誌 第 18 巻 3 号 2013 年 9 月 1 [1] 1 [2-5] NPC Non-Player-Character NPC 2000 NPC 2 AI AI AI [6-8] RPG AI NPC AI AI RPG AI [5][9][10] 3 AI 2 AI 1 [11] 28

2 JVRSJ Vol.18 No.3 September, NPC RTS Real-time Simulation NPC NPC NPC AI NPC 4 AI 2 AI 図 1 ゲームとユーザエクスペリエンス reality a sense of immersion 2 NPC 3 10 AI AI [3-5][12][13] 2000 AI AI FPS First Person Shooter NPC NPC 29

3 日 本 バーチャルリアリティ 学 会 誌 第 18 巻 3 号 2013 年 9 月 4 AI NPC AI AI [14] AI 図 2 エージェント アーキテクチャ 5 AI AI 2 AI [15-20] AI [21-23] AI AI AI AI 2 2 AI 6 AI AI AI 3 AI AI / / / AI [24][25] World Representation [25] Affordance Representation [22] Object Representation 3 KR, Knowledge Representation AI 30

4 JVRSJ Vol.18 No.3 September, Information flow [3][4] 2 [21] 2 図 3 ナビゲーション メッシュとオブジェクト 表 現 7 AI [3-5][7][14][15] MIT C4 00 FPS AI [26-28] [28] Subsumption Architecture [29] AI 2 sensory integration (motion synthesis) AI 8 AI AI NPC NPC AI [1] AI AI AI team AI NPC AI NPC 31

5 日 本 バーチャルリアリティ 学 会 誌 第 18 巻 3 号 2013 年 9 月 図 4 3 種 類 の AI とプロシージャル 技 術 4 AI NPC NPC NPC AI AI NPC [4][14][30] AI AI (meta-ai) [4][5][7][30] AI AI AI NPC NPC AI AI AI AI AI 9 Procedural Technology [2] 4 [30][31] AI 4 AI [7] 10 AI AI AI [3][4][32] 10 AI AI 32

6 JVRSJ Vol.18 No.3 September, [1] J [2] AI 19 3 pp [3] 23 1 pp [4] AI 23 pp [5] AI 5 pp [6] 2009 [7] 2012 pp [8] 2006 [9] 2005 [10] AI 6 pp [11] 2007 [12] No pp [13] AI WEB+DB PRESS Vol.68 pp [14] AI [15] S.J.Russell P.Norvig [16] Jeff Orkin Constraining Autonomous Character Behavior with Human Concepts, AI Game Programming Wisdom 2, 3.1, pp , Charles River Media 2003 [17] Jeff Orkin Applying Goal-Oriented Action Planning to Games, AI Game Programming Wisdom 2, 3.4, pp Charles River Media 2003 [18] Jeff Orkin Symbolic Representation of Game World State: Toward Real-Time Planning in Games. Proceedings of the AAAI Workshop on Challenges in Game AI 2004 [19] Jeff Orkin Agent Architecture Considerations for Real- Time Planning in Games. Proceedings of AIIDE [20] Jeff Orkin Three States and a Plan: The AI of F.E.A.R. Proceedings of the Game Developers Conference [21] J. G [22] J.J [23] 2000 [24] Mat Buckland AI 2007 [25] R.Straatman A.Beij W.D.Sterren Dynamic Tactical Position Evaluation AI Game Programming Wisdom pp Charles River Media 2006 [26] D. Isla, R. Burke, M. Downie, B. Blumberg A Layered Brain Architecture for Synthetic Creatures, IJCAI'01 Proceedings of the 17th international joint conference on Artificial intelligence Vol.2 pp [27] R.Burke, D.Isla, M. Downie, Y.Ivanov, B.Blumberg: CreatureSmarts: The Art and Architecture of a Virtual Brain Game Developers Conference [28] D. Isla, B. Blumberg Blackboard Architecture AI Game Programming Wisdom Vol pp Charles River Media 2002 [29] 2006 [30] : Vol.22 No.6 pp [31] 22 pp [32] Mat Buckland AI Techniques for Game Programming Cengage Learning PTR 2002 MIYAKE Youichiro AI C++ C++ API 33

2011 : M Schell Interest curve Schell Chan FPS Schell Interest curve Chan FPS Chan Chan Chan Chan

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