Experience-Based Design of Behaviors in Videogames

  • Authors:
  • Gonzalo Flórez Puga;Belén Díaz-Agudo;Pedro González-Calero

  • Affiliations:
  • Department of Software Engineering and Artificial Intelligence, Universidad Complutense de Madrid, Spain;Department of Software Engineering and Artificial Intelligence, Universidad Complutense de Madrid, Spain;Department of Software Engineering and Artificial Intelligence, Universidad Complutense de Madrid, Spain

  • Venue:
  • ECCBR '08 Proceedings of the 9th European conference on Advances in Case-Based Reasoning
  • Year:
  • 2008

Quantified Score

Hi-index 0.00

Visualization

Abstract

Artificial intelligence in games is usually used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPC) of games is a cumbersome task that needs experienced designers. Amongst other activities, they design new behaviors in terms of perception and actuation over the environment. Behaviors typically use recurring patterns, so that experience and reuse are crucial aspects for behavior design. In this paper we present a behavior editor (eCo) using Case Based Reasoning to retrieve and reuse stored behaviors represented as hierarchical state machines. In this paper we focus on the application of different types of similarity assessment to retrieve the best behavior to reuse. eCo is configurable for different domains. We present our experience within a soccer simulation environment (SoccerBots) to design the behaviors of the automatic soccer players.