Query-enabled behavior trees

dc.contributor.authorFlorez-Puga, Gonzalo
dc.contributor.authorGómez Martín, Marco Antonio
dc.contributor.authorGómez Martín, Pedro Pablo
dc.contributor.authorDíaz Agudo, María Belén
dc.contributor.authorGonzález Calero, Pedro Antonio
dc.date.accessioned2026-02-27T18:22:01Z
dc.date.available2026-02-27T18:22:01Z
dc.date.issued2009-11-10
dc.description.abstractArtificial 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.
dc.description.departmentDepto. de Ingeniería de Software e Inteligencia Artificial (ISIA)
dc.description.facultyFac. de Informática
dc.description.refereedTRUE
dc.description.statuspub
dc.identifier.doi10.1109/tciaig.2009.2036369
dc.identifier.issn1943-068X
dc.identifier.issn1943-0698
dc.identifier.officialurlhttps://doi.org/10.1109/TCIAIG.2009.2036369
dc.identifier.urihttps://hdl.handle.net/20.500.14352/133561
dc.issue.number4
dc.journal.titleIEEE Transactions on Computational Intelligence and AI in Games
dc.language.isoeng
dc.page.final308
dc.page.initial298
dc.publisherIEEE
dc.relation.projectIDTIN2006-15202-C03-03
dc.rights.accessRightsrestricted access
dc.subject.ucmInteligencia artificial (Informática)
dc.subject.unesco1203.04 Inteligencia Artificial
dc.titleQuery-enabled behavior trees
dc.typejournal article
dc.volume.number1
dspace.entity.typePublication
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relation.isAuthorOfPublication.latestForDiscovery47690a94-e97c-4f96-917d-569d14ecba3b

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