• 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