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
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