Modern computer games often involve autonomous beings collaborating and competing with each other to reach their objectives in the game universe. It seems only natural to use agent-oriented approach in such cases. This article identifies the rules of building a game universe as an environment for executing agents. The paper also covers a method for decomposing compound behaviors into behavioral trees. Dividing complex behaviors into smaller and easier to implement ones, each with its own preconditions and finalizing actions, leads to a natural model for defining the way individual agents should act. Because of their structure, behavioral trees are suitable for describing goal-oriented behaviors with conditional branches. This approach leads to a proposition for integrating elements of game universe which is covered in the final part of the paper. Presented solution was implemented in an existing real-time strategy game Nasibu Isle.
Autorzy
Informacje dodatkowe
- Kategoria
- Publikacja w czasopiśmie
- Typ
- artykuły w czasopismach recenzowanych i innych wydawnictwach ciągłych
- Język
- angielski
- Rok wydania
- 2011