• DocumentCode
    2447039
  • Title

    Representational complexity of reactive agents

  • Author

    Heckel, Frederick W P ; Youngblood, G. Michael ; Ketkar, Nikhil S.

  • Author_Institution
    Univ. of North Carolina at Charlotte, Charlotte, NC, USA
  • fYear
    2010
  • fDate
    18-21 Aug. 2010
  • Firstpage
    257
  • Lastpage
    264
  • Abstract
    Reactive agents are an important part of video games and numerous tools have emerged to facilitate the rapid construction of such agents. While the ability of the commonly used reactive techniques to express agent specifications is roughly equivalent, the authorial burden of constructing these specifications varies. In practice, this means that identical agent behavior may be more difficult to create in some architectures than others. In this paper we introduce the notion of representational complexity that relates to the authorial burden of constructing such agents and theoretically compare the representational complexity of finite state machines, behavior trees, and subsumption architectures. Our key finding is that hierarchical subsumption architectures have significantly lower representational complexity as compared to hierarchical finite state machines and behavior trees, which makes subsumption the best choice when developing authoring tools for non-expert users.
  • Keywords
    computational complexity; computer games; finite state machines; agent behavior; behavior tree; finite state machine; hierarchical subsumption architecture; reactive agent; representational complexity; video game; Artificial intelligence; Buildings; Complexity theory; Computer architecture; Games; Robots; Training;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence and Games (CIG), 2010 IEEE Symposium on
  • Conference_Location
    Dublin
  • Print_ISBN
    978-1-4244-6295-7
  • Electronic_ISBN
    978-1-4244-6296-4
  • Type

    conf

  • DOI
    10.1109/ITW.2010.5593345
  • Filename
    5593345