Using Behavior Objects to Manage Complexity in Virtual Worlds
Identifikátory výsledku
Kód výsledku v 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>
Výsledek na webu
<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>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Using Behavior Objects to Manage Complexity in Virtual Worlds
Popis výsledku v původním jazyce
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.
Název v anglickém jazyce
Using Behavior Objects to Manage Complexity in Virtual Worlds
Popis výsledku anglicky
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.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Návaznosti výsledku
Projekt
<a href="/cs/project/GAP103%2F10%2F1287" target="_blank" >GAP103/10/1287: PlanEx: Propojení plánování a provádění plánů</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Ostatní
Rok uplatnění
2015
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
IEEE Transactions on Computational Intelligence and AI in Games
ISSN
1943-068X
e-ISSN
—
Svazek periodika
9
Číslo periodika v rámci svazku
2
Stát vydavatele periodika
US - Spojené státy americké
Počet stran výsledku
15
Strana od-do
166-180
Kód UT WoS článku
000403821800005
EID výsledku v databázi Scopus
2-s2.0-85026745495