Non-player character decision-making in computer games

MÇ Uludağlı, K Oğuz - Artificial Intelligence Review, 2023 - Springer
One of the most overlooked challenges in artificial intelligence (AI) for computer games is to
create non-player game characters (NPCs) with human-like behavior. Modern NPCs …

[HTML][HTML] A survey of behavior trees in robotics and ai

M Iovino, E Scukins, J Styrud, P Ögren… - Robotics and Autonomous …, 2022 - Elsevier
Abstract Behavior Trees (BTs) were invented as a tool to enable modular AI in computer
games, but have received an increasing amount of attention in the robotics community in the …

[KSIĄŻKA][B] Behavior trees in robotics and AI: An introduction

M Colledanchise, P Ögren - 2018 - taylorfrancis.com
Behavior Trees (BTs) provide a way to structure the behavior of an artificial agent such as a
robot or a non-player character in a computer game. Traditional design methods, such as …

Towards a unified behavior trees framework for robot control

A Marzinotto, M Colledanchise… - … on robotics and …, 2014 - ieeexplore.ieee.org
This paper presents a unified framework for Behavior Trees (BTs), a plan representation and
execution tool. The available literature lacks the consistency and mathematical rigor …

A panorama of artificial and computational intelligence in games

GN Yannakakis, J Togelius - IEEE Transactions on …, 2014 - ieeexplore.ieee.org
This paper attempts to give a high-level overview of the field of artificial and computational
intelligence (AI/CI) in games, with particular reference to how the different core research …

Towards blended reactive planning and acting using behavior trees

M Colledanchise, D Almeida… - … conference on robotics …, 2019 - ieeexplore.ieee.org
In this paper, we show how a planning algorithm can be used to automatically create and
update a Behavior Tree (BT), controlling a robot in a dynamic environment. The planning …

The mario ai benchmark and competitions

S Karakovskiy, J Togelius - IEEE Transactions on …, 2012 - ieeexplore.ieee.org
This paper describes the Mario AI benchmark, a game-based benchmark for reinforcement
learning algorithms and game AI techniques developed by the authors. The benchmark is …

Learning of behavior trees for autonomous agents

M Colledanchise, R Parasuraman… - IEEE Transactions on …, 2018 - ieeexplore.ieee.org
In this paper, we study the problem of automatically synthesizing a successful behavior tree
(BT) in an a priori unknown dynamic environment. Starting with a given set of actions, a …

[KSIĄŻKA][B] Natural computing algorithms

A Brabazon, M O'Neill, S McGarraghy - 2015 - Springer
The field of natural computing has been the focus of a substantial research effort in recent
decades. One particular strand of this concerns the development of computational …

Evolutionary learning of interpretable decision trees

LL Custode, G Iacca - IEEE Access, 2023 - ieeexplore.ieee.org
In the last decade, reinforcement learning (RL) has been used to solve several tasks with
human-level performance. However, there is a growing demand for interpretable RL, ie …