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
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Czech description
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Classification
Type
J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database
CEP classification
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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
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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