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Emotional Behavior Trees
Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
2012 (English)In: Computational Intelligence and Games (CIG), 2012, IEEE , 2012, 355-362 p.Conference paper, Published paper (Refereed)
Abstract [en]

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.
National Category
Computer Science
Identifiers
URN: urn:nbn:se:liu:diva-93223DOI: 10.1109/CIG.2012.6374177ISBN: 78-1-4673-1193-9 (print)ISBN: e-978-1-4673-1192-2 (print)OAI: oai:DiVA.org:liu-93223DiVA: diva2:623513
Conference
IEEE Conference on Computational Intelligence and Games (CIG 2012), 11-14 September 2012, Granada
Available from: 2013-05-27 Created: 2013-05-27 Last updated: 2013-06-05Bibliographically approved

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Johansson, AnjaDell'Acqua, Pierangelo

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Citation style
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  • nn-NB
  • sv-SE
  • Other locale
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Output format
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