Dynamic expansion of behaviour trees

dc.contributor.authorFlorez-Puga, Gonzalo
dc.contributor.authorGómez Martín, Marco Antonio
dc.contributor.authorDíaz Agudo, María Belén
dc.contributor.authorGonzález Calero, Pedro Antonio
dc.date.accessioned2026-03-02T14:38:14Z
dc.date.available2026-03-02T14:38:14Z
dc.date.issued2008-10-22
dc.description.abstractArtificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cumbersome task that needs experienced designers. Our research aims to assist designers in this task. Behaviours typically use recurring patterns, so that experience and reuse are crucial aspects for behavior design. The use of hierarchical state machines allows working on different abstraction levels, sharing transitions and reusing pieces from the more detailed levels. However, the static nature of the design process does not release the designer from the burden to completely specify each behaviour. Our approach applies Case-Based Reasoning (CBR) techniques to retrieve and reuse stored behaviors represented as hierarchical state machines (actually, behaviour trees). In this paper we focus on dynamic retrieval of behaviours taking into account the world state and the underlying goals to select the most appropriate state machine to guide the NPC behaviour. The global behaviour of the NPC is dynamically built in run time 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.citationFlorez-Puga, G., Gómez-Martín, M., Díaz-Agudo, B., & González-Calero, P. (2008). Dynamic Expansion of Behaviour Trees. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 4(1), 36-41. https://doi.org/10.1609/aiide.v4i1.18669
dc.identifier.doi10.1609/aiide.v4i1.18669
dc.identifier.issn2334-0924
dc.identifier.issn2326-909X
dc.identifier.officialurlhttps://doi.org/10.1609/aiide.v4i1.18669
dc.identifier.urihttps://hdl.handle.net/20.500.14352/133673
dc.issue.number1
dc.journal.titleProceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
dc.language.isoeng
dc.page.final41
dc.page.initial36
dc.publisherAssociation for the Advancement of Artificial Intelligence (AAAI)
dc.relation.projectIDTIN2006-15202-C03-03
dc.relation.projectIDinfo:eu-repo/grantAgreement/MEC//TIN2006-15140-C03-02/ES/MID-CBR: UN MODELO INTEGRADOR PARA EL DESARROLLO DE SISTEMAS DE RAZONAMIENTO BASADO EN CASOS/
dc.rights.accessRightsopen access
dc.subject.ucmInteligencia artificial (Informática)
dc.subject.unesco1203.04 Inteligencia Artificial
dc.titleDynamic expansion of behaviour trees
dc.typejournal article
dc.volume.number4
dspace.entity.typePublication
relation.isAuthorOfPublication47690a94-e97c-4f96-917d-569d14ecba3b
relation.isAuthorOfPublication95de81bf-4637-4307-8ff6-f2c06c591d18
relation.isAuthorOfPublication166cd6d0-8699-42cc-bdf7-c6e8a2c48741
relation.isAuthorOfPublication.latestForDiscovery47690a94-e97c-4f96-917d-569d14ecba3b

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