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...
| Autores: | , , |
|---|---|
| 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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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 |
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Inglés |
| language |
eng |
| dc.rights.none.fl_str_mv |
open access http://purl.org/coar/access_right/c_abf2 |
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info:eu-repo/semantics/openAccess |
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open access http://purl.org/coar/access_right/c_abf2 |
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openAccess |
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application/pdf |
| dc.publisher.none.fl_str_mv |
Association for the Advancement of Artificial Intelligence (AAAI) |
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Association for the Advancement of Artificial Intelligence (AAAI) |
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reponame:Docta Complutense instname:Universidad Complutense de Madrid (UCM) |
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Universidad Complutense de Madrid (UCM) |
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Docta Complutense |
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Docta Complutense |
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15,811543 |