Emotional Behavior Trees
2012 (English)In: Computational Intelligence and Games (CIG), 2012, IEEE , 2012, 355-362 p.Conference paper (Refereed)
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 an extension 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 time-discounting, 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 to model gaming scenarios using emotional behavior trees.
Place, publisher, year, edition, pages
IEEE , 2012. 355-362 p.
IdentifiersURN: urn:nbn:se:liu:diva-93223DOI: 10.1109/CIG.2012.6374177ISBN: 78-1-4673-1193-9ISBN: e-978-1-4673-1192-2OAI: oai:DiVA.org:liu-93223DiVA: diva2:623513
IEEE Conference on Computational Intelligence and Games (CIG 2012), 11-14 September 2012, Granada