DocumentCode
574018
Title
Comparing behavior trees and emotional behavior networks for NPCs
Author
Johansson, Anja ; Dell´Acqua, Pierangelo
Author_Institution
Dept. of Sci. & Technol., Linkoping Univ., Norrköping, Sweden
fYear
2012
fDate
July 30 2012-Aug. 1 2012
Firstpage
253
Lastpage
260
Abstract
Behavior trees have become increasingly popular as an action selection mechanism for non-player characters in games. A different approach to the action selection problem is represented by emotional behavior networks. They are a dynamic, goal-driven decision-making model, which focuses on using emotions for decision making, incorporating various psychological theories concerning emotions. In this paper, we compare behavior trees to emotional behavior networks from a design and functionality point of view.
Keywords
artificial intelligence; decision making; psychology; trees (mathematics); NPC; action selection mechanism; artificial intelligence; behavior trees; dynamic goal-driven decision making model; emotional behavior networks; nonplayer characters; psychological theories; Computers; Conferences; Decision making; Delay; Games; Industries; Planning; artificial intelligence; behavior networks; behavior trees; decision making;
fLanguage
English
Publisher
ieee
Conference_Titel
Computer Games (CGAMES), 2012 17th International Conference on
Conference_Location
Louisville, KY
Print_ISBN
978-1-4673-1120-5
Type
conf
DOI
10.1109/CGames.2012.6314584
Filename
6314584
Link To Document