2020
DOI: 10.1007/978-3-030-65736-9_26
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Procedural Creation of Behavior Trees for NPCs

Abstract: Based on an emerging need for automated AI generation, we present a machine learning approach to generate behavior trees controlling NPCs in a "Capture the Flag" game. After discussing the game's mechanics and rule set, we present the implemented logic and how trees are generated. Subsequently, teams of agents controlled by generated trees are matched up against each other, allowing underlying trees to be refined by learning from victorious opponents. Following three program executions, featuring 1600, 8000 an… Show more

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