Using Behavior Objects to Manage Complexity in Virtual Worlds
August 03, 2015 Β· Declared Dead Β· π IEEE Transactions on Computational Intelligence and AI in Games
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Authors
Martin ΔernΓ½, TomΓ‘Ε‘ Plch, MatΔj Marko, Jakub Gemrot, Petr OndrΓ‘Δek, Cyril Brom
arXiv ID
1508.00377
Category
cs.AI: Artificial Intelligence
Citations
7
Venue
IEEE Transactions on Computational Intelligence and AI in Games
Last Checked
4 months ago
Abstract
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.
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