Emotions in Behavior Trees
(English)Manuscript (preprint) (Other academic)
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 anextension 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 influence. This selector takes into account timediscounting, risk perception, and planning as relevant factors of the decision making that emotions greatly influence. The objective of our work is to provide game developers with a technique tomodel gaming scenarios using emotional behavior trees.
Engineering and Technology
IdentifiersURN: urn:nbn:se:liu:diva-84699OAI: oai:DiVA.org:liu-84699DiVA: diva2:561193