Self-validated behaviour trees through reflective components

Developing the AI for non-player characters in a video game is a collaborative task between programmers and designers. Most of the times, there is a tension between the freedom that designers require to include their narrative in the game and the effort required from programmers to debug faulty AI s...

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Detalhes bibliográficos
Autores: Llansó, David, Gómez Martín, Marco Antonio, González Calero, Pedro Antonio
Tipo de documento: artigo
Data de publicação:2009
País:España
Recursos:Universidad Complutense de Madrid (UCM)
Repositório:Docta Complutense
Idioma:inglês
OAI Identifier:oai:docta.ucm.es:20.500.14352/133678
Acesso em linha:https://hdl.handle.net/20.500.14352/133678
Access Level:Acceso aberto
Palavra-chave:Inteligencia artificial (Informática)
1203.04 Inteligencia Artificial
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spelling Self-validated behaviour trees through reflective componentsLlansó, DavidGómez Martín, Marco AntonioGonzález Calero, Pedro AntonioInteligencia artificial (Informática)1203.04 Inteligencia ArtificialDeveloping the AI for non-player characters in a video game is a collaborative task between programmers and designers. Most of the times, there is a tension between the freedom that designers require to include their narrative in the game and the effort required from programmers to debug faulty AI specified by good story tellers who are not programmers. In this paper is presented an architecture for building the AI of an NPC that extends the component-based approach, which represents the functionality of an entity as a collection of functionality-specific components. By associating an action in a behaviour tree with a collection of components, and equipping those components with some reflection capabilities, we are able to identify faulty behaviour trees at design time.Association for the Advancement of Artificial Intelligence (AAAI)Universidad Complutense de Madrid20092009-10-1620092009-10-16journal articlehttp://purl.org/coar/resource_type/c_6501info:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/20.500.14352/133678reponame:Docta Complutenseinstname:Universidad Complutense de Madrid (UCM)Inglésengopen accesshttp://purl.org/coar/access_right/c_abf2info:eu-repo/semantics/openAccessoai:docta.ucm.es:20.500.14352/1336782026-06-02T12:44:21Z
dc.title.none.fl_str_mv Self-validated behaviour trees through reflective components
title Self-validated behaviour trees through reflective components
spellingShingle Self-validated behaviour trees through reflective components
Llansó, David
Inteligencia artificial (Informática)
1203.04 Inteligencia Artificial
title_short Self-validated behaviour trees through reflective components
title_full Self-validated behaviour trees through reflective components
title_fullStr Self-validated behaviour trees through reflective components
title_full_unstemmed Self-validated behaviour trees through reflective components
title_sort Self-validated behaviour trees through reflective components
dc.creator.none.fl_str_mv Llansó, David
Gómez Martín, Marco Antonio
González Calero, Pedro Antonio
author Llansó, David
author_facet Llansó, David
Gómez Martín, Marco Antonio
González Calero, Pedro Antonio
author_role author
author2 Gómez Martín, Marco Antonio
González Calero, Pedro Antonio
author2_role author
author
dc.contributor.none.fl_str_mv Universidad Complutense de Madrid
dc.subject.none.fl_str_mv Inteligencia artificial (Informática)
1203.04 Inteligencia Artificial
topic Inteligencia artificial (Informática)
1203.04 Inteligencia Artificial
description Developing the AI for non-player characters in a video game is a collaborative task between programmers and designers. Most of the times, there is a tension between the freedom that designers require to include their narrative in the game and the effort required from programmers to debug faulty AI specified by good story tellers who are not programmers. In this paper is presented an architecture for building the AI of an NPC that extends the component-based approach, which represents the functionality of an entity as a collection of functionality-specific components. By associating an action in a behaviour tree with a collection of components, and equipping those components with some reflection capabilities, we are able to identify faulty behaviour trees at design time.
publishDate 2009
dc.date.none.fl_str_mv 2009
2009-10-16
2009
2009-10-16
dc.type.none.fl_str_mv journal article
http://purl.org/coar/resource_type/c_6501
dc.type.openaire.fl_str_mv info:eu-repo/semantics/article
format article
dc.identifier.none.fl_str_mv https://hdl.handle.net/20.500.14352/133678
url https://hdl.handle.net/20.500.14352/133678
dc.language.none.fl_str_mv Inglés
eng
language_invalid_str_mv Inglés
language eng
dc.rights.none.fl_str_mv open access
http://purl.org/coar/access_right/c_abf2
dc.rights.openaire.fl_str_mv info:eu-repo/semantics/openAccess
rights_invalid_str_mv open access
http://purl.org/coar/access_right/c_abf2
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Association for the Advancement of Artificial Intelligence (AAAI)
publisher.none.fl_str_mv Association for the Advancement of Artificial Intelligence (AAAI)
dc.source.none.fl_str_mv reponame:Docta Complutense
instname:Universidad Complutense de Madrid (UCM)
instname_str Universidad Complutense de Madrid (UCM)
reponame_str Docta Complutense
collection Docta Complutense
repository.name.fl_str_mv
repository.mail.fl_str_mv
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