• DocumentCode
    3546949
  • Title

    QL-BT: Enhancing behaviour tree design and implementation with Q-learning

  • Author

    Dey, Rajeeb ; Child, Colin

  • Author_Institution
    Sch. of Inf., City Univ. London, London, UK
  • fYear
    2013
  • fDate
    11-13 Aug. 2013
  • Firstpage
    1
  • Lastpage
    8
  • Abstract
    Artificial intelligence has become an increasingly important aspect of computer game technology, as designers attempt to deliver engaging experiences for players by creating characters with behavioural realism to match advances in graphics and physics. Recently, behaviour trees have come to the forefront of games AI technology, providing a more intuitive approach than previous techniques such as hierarchical state machines, which often required complex data structures producing poorly structured code when scaled up. The design and creation of behaviour trees, however, requires experience and effort. This research introduces Q-learning behaviour trees (QL-BT), a method for the application of reinforcement learning to behaviour tree design. The technique facilitates AI designers´ use of behaviour trees by assisting them in identifying the most appropriate moment to execute each branch of AI logic, as well as providing an implementation that can be used to debug, analyse and optimize early behaviour tree prototypes. Initial experiments demonstrate that behaviour trees produced by the QL-BT algorithm effectively integrate RL, automate tree design, and are human-readable.
  • Keywords
    computer games; data structures; finite state machines; learning (artificial intelligence); trees (mathematics); AI designers; AI logic; Q-learning behaviour trees; QL-BT algorithm; artificial intelligence; behaviour tree prototypes; behavioural realism; complex data structures; computer game technology; game AI technology; hierarchical state machines; reinforcement learning; tree design behaviour; tree implementation behaviour; Algorithm design and analysis; Artificial intelligence; Computers; Data structures; Educational institutions; Games; Standards; Q-Learning; behaviour tree; computer games; reinforcement learning; virtual environments;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence in Games (CIG), 2013 IEEE Conference on
  • Conference_Location
    Niagara Falls, ON
  • ISSN
    2325-4270
  • Print_ISBN
    978-1-4673-5308-3
  • Type

    conf

  • DOI
    10.1109/CIG.2013.6633623
  • Filename
    6633623