Title :
Emotional behavior trees
Author :
Johansson, Anja ; Dell´Acqua, Pierangelo
Author_Institution :
Dept. of Sci. & Technol., Linkoping Univ., Linkoping, Sweden
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;
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
DOI :
10.1109/CIG.2012.6374177