2012 IEEE Conference on Computational Intelligence and Games (CIG) 2012
DOI: 10.1109/cig.2012.6374177
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Emotional behavior trees

Abstract: Often the AI techniques for decision making used in commercial games are predictable and unadaptive. Arguably, this causes a lack of realism for the players. We believe that emotions are a vital part in the creation of interesting and believable non-player characters for games. In this paper, we present an extension to behavior trees that incorporates emotions into the decision making. Specifically, we introduce a new type of priority selector whose priorities are dynamically evaluated to allow for emotional i… Show more

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Cited by 26 publications
(15 citation statements)
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References 27 publications
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“…BTs for Game AI Type of Game Papers Real time strategy games (RTS) [38], [136], [167], [94], [65], [119], [111], [168], [120], [93] First Person Shooters (FPS) [46], [75], [71], [47], [144], [135], [17] Platform games [7], [177], [109], [129], [37], [178], [32], Dialogue games [102], [36], [133], [42], [158], [79], [34] robot. The parallel node was also discussed and expanded by [35] in combination with event driven nodes, in the context of an architecture for industrial robot control based on BTs.…”
Section: Tablementioning
confidence: 99%
“…BTs for Game AI Type of Game Papers Real time strategy games (RTS) [38], [136], [167], [94], [65], [119], [111], [168], [120], [93] First Person Shooters (FPS) [46], [75], [71], [47], [144], [135], [17] Platform games [7], [177], [109], [129], [37], [178], [32], Dialogue games [102], [36], [133], [42], [158], [79], [34] robot. The parallel node was also discussed and expanded by [35] in combination with event driven nodes, in the context of an architecture for industrial robot control based on BTs.…”
Section: Tablementioning
confidence: 99%
“…Related works include Rosmalen et al [7], where an existing serious game is extended to include a chatbot, as well as those related to the formalization and use of behavior trees by Johansson and Dell'Acqua [8], Isla [9], or Imbert and de Antonio [10], where COGNITIVA is proposed as an emotional architecture for VCCs. The most closely related works to that reported here are those of Hartholt et al [5] and Morie et al [11], where the virtual human toolkit is described.…”
Section: Related Workmentioning
confidence: 99%
“…Unlike traditional graph theory trees [14], any node in the BT (except the Root and its only child) can have multiple parents [3]. This allows sub-trees to be reused without having to copy them but decreases readability; for this reason we explicitly advocate for the following workaround: nodes having multiple parents are prohibited, the re-usability of sub-trees is not to be done at the level of control-flow nodes, preferably, it is to be done at the level of execution nodes.…”
Section: Behavior Treesmentioning
confidence: 99%
“…This section gives a formal description of BTs following the guidelines of [3], [8], [13]. A BT is defined as a directed acyclic graph G(V, E) with |V| nodes and |E| edges.…”
Section: Behavior Treesmentioning
confidence: 99%