DocumentCode
2416516
Title
Emotional behavior trees
Author
Johansson, Anja ; Dell´Acqua, Pierangelo
Author_Institution
Dept. of Sci. & Technol., Linkoping Univ., Linkoping, Sweden
fYear
2012
fDate
11-14 Sept. 2012
Firstpage
355
Lastpage
362
Abstract
Often the AI techniques for decision making used in commercial games are predictable and unadaptive. Arguably, this causes a lack of realism for the players. We believe that emotions are a vital part in the creation of interesting and believable non-player characters for games. In this paper, we present an extension to behavior trees that incorporates emotions into the decision making. Specifically, we introduce a new type of priority selector whose priorities are dynamically evaluated to allow for emotional influence. This selector takes into account time-discounting, risk perception, and planning as relevant factors of the decision making that emotions greatly influence. The objective of our work is to provide game developers with a technique to model gaming scenarios using emotional behavior trees.
Keywords
behavioural sciences; computer games; decision making; planning (artificial intelligence); trees (mathematics); AI techniques; decision making; dynamic priority evaluation; emotional behavior trees; nonplayer game characters; planning; priority selector; risk perception; time-discounting; Computational intelligence; Conferences; Decision making; Games; Humans; Mood; Planning;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games (CIG), 2012 IEEE Conference on
Conference_Location
Granada
Print_ISBN
978-1-4673-1193-9
Electronic_ISBN
978-1-4673-1192-2
Type
conf
DOI
10.1109/CIG.2012.6374177
Filename
6374177
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