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... carphonewarehouse.… Top ten games Put to the test Neverwinter Nights, Pc version (Infogrammes) £39.99 Techno babble Hodder ...
2002 - Gale Group | TDA
Fabrizio Balducci, Costantino Grana,
... data coming from brain-computer interface and videogame "Neverwinter Nights 2": we propose an experimental methodology comparing results coming ...
Tópico(s): Mind wandering and attention
2017 - Springer Science+Business Media | Lecture notes in computer science
Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines. They ...
Tópico(s): Digital Games and Media
2004 - Emerald Publishing Limited | Education + Training
Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines. They ...
Tópico(s): Digital Games and Media
2003 - Association for Computing Machinery | Computers in entertainment
Maria Cutumisu, Duane Szafron, Michael Bowling, Richard S. Sutton,
... a scripting language used by BioWare Corp.’s Neverwinter Nights game, with the goal of improving the behaviours of game agents so that they react more intelligently to game events. Our goal is to provide an agent with the ability to (1) discover favourable policies in a multiagent computer role-playing game situation and (2) adapt to sudden changes in the environment.
Tópico(s): Evolutionary Algorithms and Applications
2021 - | Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Michael Fuchs, Vanessa Erat, Stefan Rabitsch,
... Video Game Adventures: Empire in Fantastic Gameworlds From Neverwinter Nights (BioWare 2002) to The Elder Scrolls V: Skyrim ( ...
Tópico(s): Narrative Theory and Analysis
2018 - Wiley | The Journal of Popular Culture
Mark Nelson, Calvin Ashmore, Michael Mateas,
... on our experiences designing a game in the Neverwinter Nights engine, entitled The Guilty, in which we use ...
Tópico(s): Human Motion and Animation
2021 - | Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Sean Gouglas, Stéfan Sinclair, Olaf Ellefson, Scott Sharplin,
Computer role-playing games offer a unique opportunity to aid graduate-level analysis of hypermedia narratives. In this paper, we discuss the application of complex game authoring tools in HUCO-616: Multimedia in the Humanities, a graduate multimedia course in humanities computing (Huco) at the University of Alberta. Offered annually, this course is intended for students in the second year of their program. Much of the content for this article relates to experiences in the academic years 2003-05. ...
Tópico(s): Digital Humanities and Scholarship
2006 - | Innovate
Curtis Onuczko, Duane Szafron, Jonathan Schaeffer, Maria Cutumisu, Jeff Siegel, Kevin Waugh, Allan Schumacher,
... tool, called ScriptEase, to generate scripting code for Neverwinter Nights adventures, without doing any manual scripting. The sub- ...
Tópico(s): Software Engineering and Design Patterns
2021 - | Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Maria Cutumisu, Duane Szafron, Jonathan Schaeffer, Kevin Waugh, Curtis Onuczko, Jeff Siegel, Allan Schumacher,
... the Prelude module of the BioWare Corporation's Neverwinter Nights official campaign. We also demonstrate PC-interactive behaviors for a guard NPC in a custom Neverwinter Nights game module. With ScriptEase behavior patterns, game designers ...
Tópico(s): Software Engineering Research
2021 - | Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment