• 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