Abstract

Authoring the AI for non-player characters (NPCs) in modern video games is an increasingly complex task. Designers and programmers must collaborate to resolve a tension between believable agents with emergent behaviours and scripted story lines. Behaviour trees (BTs) have been proposed as an expressive mechanism that let designers create complex behaviours along the lines of the story they want to tell. However, BTs are still too complex for non-programmers. In this paper, we propose the use of plan traces to assist designers when building BTs. In order to make this approach feasible within state-of-the-art video game technology, we generate the planning domain through an extension of the component-based approach, a widely used technique for representing entities in commercial video games.

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