Comparing behavior trees and emotional behavior networks for NPCs:
2012 (English)In: Proceedings of CGAMES2012 USA - 17th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games, 2012, 253-260 p.Conference paper (Refereed)
Behavior trees have become increasingly popular as an action selection mechanism for non-player characters in games. A different approach to the action selection problem is represented by emotional behavior networks. They are a dynamic, goal-driven decision-making model, which focuses on using emotions for decision making, incorporating various psychological theories concerning emotions. In this paper, we compare behavior trees to emotional behavior networks from a design and functionality point of view. © 2012 IEEE.
Place, publisher, year, edition, pages
2012. 253-260 p.
artificial intelligence; behavior networks; behavior trees; decision making
Engineering and Technology
IdentifiersURN: urn:nbn:se:liu:diva-100946DOI: 10.1109/CGames.2012.6314584ISBN: 978-1-4673-1120-5OAI: oai:DiVA.org:liu-100946DiVA: diva2:664652
17th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games,July 30 2012-Aug. 1 2012, Louisville, KY