2021
DOI: 10.1609/aiide.v4i1.18669
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Dynamic Expansion of Behaviour Trees

Abstract: Artificial 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 f… Show more

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Cited by 7 publications
(3 citation statements)
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“…None of the works in the literature review addressed the retrieval time of multibranched BTs based on certain criteria or similarity basis. However, working with BTs, in general, has posed some challenges, such as the exponential time when re-ordering BTs based on Q-values [20][21][22][23][24][25][26][27][28], high cost of 3.6 million seconds when developing AIbots in games using evolving behavior trees on sequential computers [29][30][31], and slow response during execution when building a case-based planner by learning and refining existing BTs [46][47][48][49]. Accordingly, the proposed technique in this paper can be seen as an advancement over existing works when it comes to time efficiency when working with multi-branched BTs.…”
Section: Resultsmentioning
confidence: 99%
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“…None of the works in the literature review addressed the retrieval time of multibranched BTs based on certain criteria or similarity basis. However, working with BTs, in general, has posed some challenges, such as the exponential time when re-ordering BTs based on Q-values [20][21][22][23][24][25][26][27][28], high cost of 3.6 million seconds when developing AIbots in games using evolving behavior trees on sequential computers [29][30][31], and slow response during execution when building a case-based planner by learning and refining existing BTs [46][47][48][49]. Accordingly, the proposed technique in this paper can be seen as an advancement over existing works when it comes to time efficiency when working with multi-branched BTs.…”
Section: Resultsmentioning
confidence: 99%
“…CBR is an automated decision-making process where solutions to new problems are provided through experiences from problems that were previously encountered. Following this process, rules can be constructed that may solve future problems by retrieving and reusing stored behaviors [45][46][47]. One drawback of this method is the difficulty of refining existing strategies that have been previously learned from experience [45,46], but it has been shown that some additional adaptability can be provided using RL [48].…”
Section: Literature Reviewmentioning
confidence: 99%
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