Behavior Trees for Modelling Artificial Intelligence in Games: A Tutorial
Tóm tắt
Từ khóa
Tài liệu tham khảo
Bates, J. (1994). The role of emotion in believable agents. Communications of the ACM, 37(7), 122–125.
Bohm, C., & Jacopini, G. (1966). Flow diagrams, turing machines and languages with only two formation rules. Communications of the ACM, 9(5), 366–371.
Brainiac Designer. (2009, November 23). Retrieved June 11, 2016, from CodePlex: https://brainiac.codeplex.com/ .
Bungie Studios. (2004). Halo 2, video game, Xbox, Microsoft.
Champandard, A. J. (2008). Getting started with decision making and control systems. In S. Rabin (Ed.), AI Game programming wisdom (Vol. 4, pp. 257–264). Boston: Charles River Media.
Colledanchise, M., & Ogren, P. (2014). How behavior trees modularize robustness and safety in hybrid systems. IEEE/RSJ International Conference on Intelligent Robots and Systems (pp. 1482–1488). Chicago: IEEE.
Epic Games. (n.d.). Behavior Trees. Retrieved June 18, 2016, from Unreal Engine Documentation: https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/index.html .
Flórez-Puga, G., Gómez-Martín, M. A., Gómez-Martín, P. P., Díaz-Agudo, B., & González-Calero, P. A. (2009). Query-enabled behavior trees. IEEE Transactions on Computational Intelligence and AI in Games, 1(4), 298–308.
Humphreys, T. (2014). Exploring HTN planners through example. In S. Rabin (Ed.), Game AI pro: Collected wisdom of game AI professionals (pp. 149–167). Boca Raton: CRC Press.
Isla, D. (2005). Handling complexity in the Halo 2 AI. Retrieved January 15, 2014, from http://www.gamasutra.com/view/feature/130663/gdc_2005_proceeding_handling_.php .
Isla, D. (2008). Building a better battle: The Halo 3 AI objectives system. Retrieved February 8, 2017, from https://web.cs.wpi.edu/~rich/courses/imgd4000-d09/lectures/halo3.pdf .
Johansen, E. (2016). The Behave project. Retrieved June 15, 2016, from AngryAnt: http://angryant.com/behave/ .
Johansson, A., & Dell’Acqua, P. (2012). Emotional behavior trees. IEEE Conference on Computational Intelligence and Games (pp. 355-362). Granada, Spain: IEEE Xplore.
Khoo, A. (2006). An Introduction to behaviour-based systems for games. In S. Rabin (Ed.), AI Game programming wisdom (Vol. 3, pp. 351–364). Boston: Charles River Media.
Lim, C.-U., Baumgarten, R., & Colton, S. (2010). Evolving behaviour trees for the commercial game DEFCON. Applications of Evolutionary Computation (pp. 110–110).
Llopis, N. (2010). Game architecture. In S. Rabin (Ed.), Introduction to Game Development (pp. 235–270). Boston: Charles River Media.
Marcotte, R. (2017). Modelling artificial intelligence in games using MindSet behavior trees. Regina: Department of Computer Science, University of Regina.
Marzinotto, A., Colledanchise, M., Smith, C., & Ogren, P. (2014). Towards a unified behavior trees framework for robot control. IEEE International Conference on Robotics and Automation (pp. 5420–5427). Hong Kong: IEEE.
Mateas, M. (2002). Interactive drama, art, and artificial intelligence. Technical report CMU-CS-02-206, Carnegie Mellon University, School of Computer Science, Pittsburgh.
Mateas, M., & Stern, A. (2005). Structuring Content in the Facade Interactive Drama Architecture. In Proceedings of Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2005). Marina del Rey, CA.
Merrill, B. (2013). Building utility decisions into your existing behavior tree. In S. Rabin (Ed.), Game AI Pro (pp. 127–136). Boston: Charles River Media.
Mosiman, J., & Watson, S. (2014, February 10). Behavior Designer—behavior trees for everyone | Unity Community. Retrieved June 17, 2016, from Unity3D Forums: http://forum.unity3d.com/threads/behavior-designer-behavior-trees-for-everyone.227497/ .
Pereira, R. (2015, June 24). GitHub—behavior3/behavior3editor. Retrieved June 14, 2016, from GitHub https://github.com/behavior3/behavior3editor .
Pillosu, R. (2009). Coordinating agents with behavior trees. Paris Game AI Conference ‘09. Paris, France. Retrieved from https://aigamedev.com/premium/presentations/coordination-behavior-trees/ .
Pousman, Z., Mateas, M., & Wolff, M. (2009, July 21). ABL (A Behavior Language), Tutorial v01. Retrieved 05 28, 2017, from http://www.cc.gatech.edu/~simpkins/research/afabl/ABL_Tutorial.pdf .
Rabin, S. (2010). Artificial intelligence: Agents, architecture, and techniques. In S. Rabin (Ed.), Introduction to game development (2nd ed., pp. 521–557). Boston: Charles River Media.
Rasmussen, J. (2016, April 27). Are behavior trees a thing of the past? Retrieved August 2, 2016, from Gamasutra: http://www.gamasutra.com/blogs/JakobRasmussen/20160427/271188/Are_Behavior_Trees_a_Thing_of_the_Past.php .
Schenk, K., Lari, A., Church, M., Graves, E., Duncan, J., Miller, R., & Schaeffer, J. (2013). ScriptEase II: Platform independent story creation using high-level patterns. Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) (pp. 170–176). Boston: AIIDE.
Shoulson, A., Garcia, F., Jones, M., Mead, R., & Badler, N. (2011). Parameterizing behavior trees. Motion in Games, 2011, 144–155.
Weiss, M. A. (2013). Data structures and algorithm analysis in C ++ (4th ed.). Upper Saddle River: Pearson.
