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Turing's Test and Believable AI
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Author(s): Darryl Charles (University of Ulster, Ireland), Colin Fyfe (University of Paisley, UK), Daniel Livingstone (University of Paisley, UK)and Stephen McGlinchey (University of Paisley, UK)
Copyright: 2008
Pages: 17
Source title:
Biologically Inspired Artificial Intelligence for Computer Games
Source Author(s)/Editor(s): Darryl Charles (University of Ulster, Ireland), Colin Fyfe (University of Paisley, UK), Daniel Livingstone (University of Paisley, UK)and Stephen McGlinchey (University of Paisley, UK)
DOI: 10.4018/978-1-59140-646-4.ch014
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Abstract
It is very evident that current progress in developing realistic and believable game AI lags behind that in developing realistic graphical and physical models. For example, in the years between the development of Neverwinter Nights by Bioware and the release of its sequel Neverwinter Nights 2 by Obsidian in collaboration with Bioware there were obvious and significant advances in the graphics. The character models in the first game are decidedly angular, the result of having limited resources to expend on the polygons required for simulating the appearance of natural curves and body shapes. No such problems now. A few years, and the difference is remarkable.
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