Skip to main content

Authoring Behaviour for Characters in Games Reusing Abstracted Plan Traces

  • Conference paper
Intelligent Virtual Agents (IVA 2009)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 5773))

Included in the following conference series:

Abstract

Authoring the AI for non-player characters (NPCs) in modern video games is an increasingly complex task. Designers and programmers must collaborate to resolve a tension between believable agents with emergent behaviours and scripted story lines. Behaviour trees (BTs) have been proposed as an expressive mechanism that let designers create complex behaviours along the lines of the story they want to tell. However, BTs are still too complex for non-programmers. In this paper, we propose the use of plan traces to assist designers when building BTs. In order to make this approach feasible within state-of-the-art video game technology, we generate the planning domain through an extension of the component-based approach, a widely used technique for representing entities in commercial video games.

Supported by the Spanish Ministry of Science and Education (TIN2006-15140-C03-02 and TIN2006-15202-C03-03).

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Isla, D.: Handling complexity in the Halo 2 ai. In: Game Developers Conference (2005)

    Google Scholar 

  2. Isla, D.: Halo 3 - building a better battle. In: Game Developers Conference (2008)

    Google Scholar 

  3. Kelly, J.P., Botea, A., Koenig, S.: Offline Planning with Hierarchical Task Networks in Video Games. In: AIIDE (2008)

    Google Scholar 

  4. Pizzi, D., Cavazza, M., Whittaker, A., Lugrin, J.-L.: Automatic Generation of Game Level Solutions as Storyboards. In: AIIDE (2008)

    Google Scholar 

  5. Rabin, S. (ed.): AI Game Programming Wisdom 3. Charles River Media (2006)

    Google Scholar 

  6. Rabin, S. (ed.): AI Game Programming Wisdom 4. Charles River Media (2008)

    Google Scholar 

  7. Rene, B.: Game Programming Gems 5. In: chapter Component Based Object Management. Charles River Media (2005)

    Google Scholar 

  8. Sánchez-Ruiz, A.A., González-Calero, P.A., Díaz-Agudo, B.: Abstraction in Knowledge-Rich Models for Case-Based Planning. In: Proc. of Int. Conf. on Case-Based Reasoning (2009)

    Google Scholar 

  9. West, M.: Evolve your hiearchy. Game Developer 13(3), 51–54 (2006)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2009 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Sánchez-Ruiz, A.A., Llansó, D., Gómez-Martín, M.A., González-Calero, P.A. (2009). Authoring Behaviour for Characters in Games Reusing Abstracted Plan Traces. In: Ruttkay, Z., Kipp, M., Nijholt, A., Vilhjálmsson, H.H. (eds) Intelligent Virtual Agents. IVA 2009. Lecture Notes in Computer Science(), vol 5773. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-04380-2_10

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-04380-2_10

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-04379-6

  • Online ISBN: 978-3-642-04380-2

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics