Emotional behavior trees

Anja Johansson, Pierangelo Dell'Acqua
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引用次数: 28

Abstract

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.
情绪行为树
通常情况下,商业游戏中用于决策的AI技术是可预测且不可适应的。可以说,这导致玩家缺乏现实性。我们相信情感是创造有趣且可信的非玩家角色的重要组成部分。在本文中,我们提出了行为树的扩展,将情绪纳入决策。具体来说,我们引入了一种新的优先选择器,其优先级是动态评估的,以允许情绪的影响。这个选择器考虑到时间贴现,风险感知和计划作为决策的相关因素,情绪极大地影响。我们的工作目标是为游戏开发者提供一种使用情感行为树来模拟游戏场景的技术。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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