Abstract
Modern computer games often involve autonomous beings collaborating and competing with each other to reach their objectives in the game universe. It seems only natural to use agent-oriented approach in such cases. This article identifies the rules of building a game universe as an environment for executing agents. The paper also covers a method for decomposing compound behaviors into behavioral trees. Dividing complex behaviors into smaller and easier to implement ones, each with its own preconditions and finalizing actions, leads to a natural model for defining the way individual agents should act. Because of their structure, behavioral trees are suitable for describing goal-oriented behaviors with conditional branches. This approach leads to a proposition for integrating elements of game universe which is covered in the final part of the paper. Presented solution was implemented in an existing real-time strategy game Nasibu Isle.
Authors (3)
Cite as
Full text
full text is not available in portal
Keywords
Details
- Category:
- Articles
- Type:
- artykuły w czasopismach recenzowanych i innych wydawnictwach ciągłych
- Published in:
-
Zeszyty Naukowe Wydziału ETI Politechniki Gdańskiej. Technologie Informacyjne
no. T. 1,
pages 127 - 136,
ISSN: 1732-1166 - Language:
- English
- Publication year:
- 2011
- Bibliographic description:
- Kania M., Korłub W., Krajewski J.: A proposition for integrating elements of game universe by means of behavioral trees// Zeszyty Naukowe Wydziału ETI Politechniki Gdańskiej. Technologie Informacyjne. -Vol. T. 1., nr. Nr 10 (2011), s.127-136
- Verified by:
- Gdańsk University of Technology
seen 107 times