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A proposition for integrating elements of game universe by means of behavioral trees

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.

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Informacje dodatkowe

Kategoria
Publikacja w czasopiśmie
Typ
artykuły w czasopismach recenzowanych i innych wydawnictwach ciągłych
Język
angielski
Rok wydania
2011

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