2013 IEEE Conference on Computational Inteligence in Games (CIG) 2013
DOI: 10.1109/cig.2013.6633623
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QL-BT: Enhancing behaviour tree design and implementation with Q-learning

Abstract: This is the unspecified version of the paper.This version of the publication may differ from the final published version. Abstract-Artificial intelligence has become an increasingly important aspect of computer game technology, as designers attempt to deliver engaging experiences for players by creating characters with behavioural realism to match advances in graphics and physics. Recently, behaviour trees have come to the forefront of games AI technology, providing a more intuitive approach than previous tech… Show more

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Cited by 45 publications
(17 citation statements)
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References 11 publications
(10 reference statements)
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“…An example of applying computational operations to behavior tree is a case where a genetic algorithm is used to optimize the components of the behavior tree [8]. There is also an example of studies that allow NPCs or agents to learn on their own using various techniques of reinforcement learning [9].…”
Section: Related Workmentioning
confidence: 99%
“…An example of applying computational operations to behavior tree is a case where a genetic algorithm is used to optimize the components of the behavior tree [8]. There is also an example of studies that allow NPCs or agents to learn on their own using various techniques of reinforcement learning [9].…”
Section: Related Workmentioning
confidence: 99%
“…To remedy the disadvantages, in both behavior learning perspectives, there are some attempts to generate behavior models represented as BTs from observation [7,25] or experience [11,12,14,26,27] automatically. In this paper, we are focusing on generate BTs through experiential learning, especially evolving BTs.…”
Section: Agent Behavior Modeling and Evolving Behavior Treesmentioning
confidence: 99%
“…The approach works well for the kind of applications where the task is to reach a given state and the objective function can be easily derived. In [18] the authors combine BTs with Q-learning, proposing an automated tree design based on reinforcement learning techniques. However, these approaches are applicable where the defined task is to satisfy a single proposition (e.g.…”
Section: Related Workmentioning
confidence: 99%