DocumentCode :
1312136
Title :
Query-Enabled Behavior Trees
Author :
Flórez-Puga, Gonzalo ; Gómez-Martín, Marco Antonio ; Gómez-Martín, Pedro Pablo ; Díaz-Agudo, Belén ; González-Calero, Pedro Antonio
Author_Institution :
Univ. Complutense de Madrid, Madrid, Spain
Volume :
1
Issue :
4
fYear :
2009
Firstpage :
298
Lastpage :
308
Abstract :
Artificial intelligence in games is typically used for creating player´s opponents. Manual editing of intelligent behaviors for nonplayer characters (NPCs) of games is a cumbersome task that needs experienced designers. Our research aims to assist designers in this task. Behaviors typically use recurring patterns, so that experience and reuse are crucial aspects for behavior design. The use of hierarchical structures like hierarchical state machines, behavior trees (BTs), or hierarchical task networks, allows working on different abstraction levels reusing pieces from the more detailed levels. However, the static nature of the design process does not release the designer from the burden of completely specifying each behavior. Our approach applies case-based reasoning (CBR) techniques to retrieve and reuse stored behaviors represented as BTs. In this paper, we focus on dynamic retrieval and selection of behaviors taking into account the world state and the underlying goals. The global behavior of the NPC is dynamically built at runtime querying the CBR system. We exemplify our approach through a serious game, developed by our research group, with gameplay elements from first-person shooter (FPS) games.
Keywords :
case-based reasoning; computer games; query processing; tree data structures; CBR system; artificial intelligence; behaviors selection; case-based reasoning technique; dynamic behaviors retrieval; first-person shooter; first-person shooter game; hierarchical state machine; hierarchical task network; nonplayer characters intelligent behavior; players opponent; query enabled behavior trees; runtime querying; Behavior trees (BTs); case-based reasoning (CBR); first-person shooter (FPS); nonplayer characters (NPCs);
fLanguage :
English
Journal_Title :
Computational Intelligence and AI in Games, IEEE Transactions on
Publisher :
ieee
ISSN :
1943-068X
Type :
jour
DOI :
10.1109/TCIAIG.2009.2036369
Filename :
5325892
Link To Document :
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