RoboCup: The Robot World Cup Initiative
AGENTS '97 Proceedings of the first international conference on Autonomous agents
The String-to-String Correction Problem
Journal of the ACM (JACM)
Putting AI in Entertainment: An AI Authoring Tool for Simulation and Games
IEEE Intelligent Systems
Similarity Measures for Structured Representations
EWCBR '93 Selected papers from the First European Workshop on Topics in Case-Based Reasoning
Machine Learning
AI Game Development
Introduction to Information Retrieval
Introduction to Information Retrieval
Measuring the similarity of labeled graphs
ICCBR'03 Proceedings of the 5th international conference on Case-based reasoning: Research and Development
Hierarchical finite state machines with multiple concurrency models
IEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems
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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.