论文标题
EvolvingBehavior:为游戏NPC的行为树的共同创造性演变
EvolvingBehavior: Towards Co-Creative Evolution of Behavior Trees for Game NPCs
论文作者
论文摘要
为了协助游戏开发人员制作游戏NPC,我们提出了EvolvingBehavior,这是一种新颖的工具,用于基因编程,以在不真实的引擎4中发展行为树。在初步评估中,我们将演变的行为与由我们的研究人员设计的手工制作的树木和在3D生存游戏中随机生长的树木进行了比较。我们发现,在这种情况下,EvolvingBehavior能够产生行为,以实现设计师的目标。最后,我们讨论了共同创造游戏AI设计工具的探索的含义和未来途径,以及行为树进化的挑战和困难。
To assist game developers in crafting game NPCs, we present EvolvingBehavior, a novel tool for genetic programming to evolve behavior trees in Unreal Engine 4. In an initial evaluation, we compare evolved behavior to hand-crafted trees designed by our researchers, and to randomly-grown trees, in a 3D survival game. We find that EvolvingBehavior is capable of producing behavior approaching the designer's goals in this context. Finally, we discuss implications and future avenues of exploration for co-creative game AI design tools, as well as challenges and difficulties in behavior tree evolution.