• 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