Object-oriented software construction (2nd ed.)
Object-oriented software construction (2nd ed.)
Parameterized action representation for virtual human agents
Embodied conversational agents
Virtual Crowds: Methods, Simulation, and Control (Synthesis Lectures on Computer Graphics and Animation)
Probabilistic timed behavior trees
IFM'07 Proceedings of the 6th international conference on Integrated formal methods
Artificial Intelligence for Games, Second Edition
Artificial Intelligence for Games, Second Edition
Smart events and primed agents
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
A semantics for Behavior Trees using CSP with specification commands
Science of Computer Programming
Event-Centric control for background agents
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
ADAPT: the agent development and prototyping testbed
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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This paper introduces and motivates the application of parameterization to behavior trees. As a framework, behavior trees are becoming more commonly used for agent controllers in interactive game environments. We describe a way by which behavior trees can be authored for acting upon functions with arguments, as opposed to being limited to nonparametric tasks. We expand upon this idea to provide a method by which a subtree itself can be encapsulated with an exposed parameter interface through a lookup node, which enables code reuse in a manner already exploited by object oriented programming languages. Parameterization also allows us to recast Smart Events (a mechanism for co-opting agents to perform a desired activity) as behavior trees that can act generically upon groups of typed agents. Finally, we introduce a tool called Topiary, which enables the graphically-oriented authoring of behavior trees with this functionality as part of a broader testbed for agent simulation.