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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.

AFTERTHOUGHT

automatically identifies and records cinematic highlights from multiplayer online games

 

 

 

 

ANNIE

exploits rich task-based representations of activity within game worlds to control game play.

 

 

 

 

best laid plans

A game that generates gameplay based on conflict-aware planning algorithms.

 

 

 

 

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

automatic generation of 3D cinematics based on models of discourse structure

 

 

 

 

dpocl

decompositional, partial-order causal link planning algorithm

 

 

 

 

fabulist

an architecture for automated story generation and presentation.

 

 

 

 

fix-it

An intelligent games-based learning environment for learning about computer malware

 

 

 

 

fletcher

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

 

 

 

 

ic-crime

A game-based environment for crime-scene investigation

 

 

 

 

ipocl

A narrative planning system incorporating character intentionality and believability

 

 

 

 

kyudo

An 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

A tablet-based authoring tool for machinima

 

 

 

 

longbow

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

 

 

 

 

mimesis

An initial component-based architecure for intelligent control of game environments

 

 

 

 

virtuoso

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

 

 

 

 

webplan

A web-based interface to a range of planning algorithms.

 

 

 

 

zuzen

Infrastructure for controlling and filming scripts in 3D game worlds

 

 

 

 

zocalo

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