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Using Behavior Objects to Manage Complexity in Virtual Worlds

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11320%2F15%3A10329723" target="_blank" >RIV/00216208:11320/15:10329723 - isvavai.cz</a>

  • Result on the web

    <a href="http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=7406730" target="_blank" >http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=7406730</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1109/TCIAIG.2016.2528499" target="_blank" >10.1109/TCIAIG.2016.2528499</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    Using Behavior Objects to Manage Complexity in Virtual Worlds

  • Original language description

    The quality of high-level AI of non-player characters (NPCs) in commercial open-world games (OWGs) has been increasing during the past years. However, due to constraints specific to the game industry, this increase has been slow and it has been driven by larger budgets rather than adoption of new complex AI techniques. Most of the contemporary AI is still expressed as hard-coded scripts. The complexity and manageability of the script codebase is one of the key limiting factors for further AI improvements. In this paper we address this issue. We present behavior objects - a general approach to development of NPC behaviors for large OWGs. Behavior objects are inspired by object-oriented programming and extend the concept of smart objects. Our approach promotes encapsulation of data and code for multiple related behaviors in one place, hiding internal details and embedding intelligence in the environment. Behavior objects are a natural abstraction of five different techniques that we have implemented to manage AI complexity in an upcoming AAA OWG. We report the details of the implementations in the context of behavior trees and the lessons learned during development. Our work should serve as inspiration for AI architecture designers from both the academia and the industry.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database

  • CEP classification

  • OECD FORD branch

    10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)

Result continuities

  • Project

    <a href="/en/project/GAP103%2F10%2F1287" target="_blank" >GAP103/10/1287: PlanEx: Bridging Planning and Execution</a><br>

  • Continuities

    P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)

Others

  • Publication year

    2015

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    IEEE Transactions on Computational Intelligence and AI in Games

  • ISSN

    1943-068X

  • e-ISSN

  • Volume of the periodical

    9

  • Issue of the periodical within the volume

    2

  • Country of publishing house

    US - UNITED STATES

  • Number of pages

    15

  • Pages from-to

    166-180

  • UT code for WoS article

    000403821800005

  • EID of the result in the Scopus database

    2-s2.0-85026745495