2019
DOI: 10.1109/tg.2017.2771831
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Trained Behavior Trees: Programming by Demonstration to Support AI Game Designers

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Cited by 41 publications
(28 citation statements)
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“…However, the optimal behavior may be inappropriate or unnatural. Thus, there are a few works of learning BTs from observation emerged but still an open problem [7,25]. We believe GP is a promising method and the frequent sub-tree mining can be a potential tool to facilitate behavior block building and accelerate learning.…”
Section: Discussionmentioning
confidence: 99%
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“…However, the optimal behavior may be inappropriate or unnatural. Thus, there are a few works of learning BTs from observation emerged but still an open problem [7,25]. We believe GP is a promising method and the frequent sub-tree mining can be a potential tool to facilitate behavior block building and accelerate learning.…”
Section: Discussionmentioning
confidence: 99%
“…Teng et al [22] use a self-organizing neural network to learn incrementally through real-time interactions with the environment, which can improve air combat maneuvering strategies of CGFs. Please note that most of those machine learning methods generate behavior model as a black box system [6,7]. As a result, domain expert could not produce a clear explanation of the relationship between behaviors and models, which is hard to analyze and validate.…”
Section: Agent Behavior Modeling and Evolving Behavior Treesmentioning
confidence: 99%
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“…• Multiple smaller actions (sub-actions) can be chained together to create a behavior. Tree behaviors, such as Hierarchical Task Networks (HTNs) or Behavior Trees (BTs) are the most widely used form [5,13,18,24,29,30]. The behavior itself is a component of an action.…”
mentioning
confidence: 99%