Author(s)
Term
2. term
Education
Publication year
2011
Submitted on
2011-06-09
Pages
72 pages
Abstract
We investigate the area of behavior trees and planning in video game AI. The syntax and semantics of behavior trees and the concept of classical planning is described along with the theory behind the widely used search algorithm A*. A comparison of scripting and behavior trees is performed to identify the advantages of behavior trees. The advantages are used to validate that our extension of behavior trees does not violate them. We describe an extension of behavior trees with classical planning including a method for using states with the otherwise stateless behavior tree formalism. An implementation of the A* search algorithm for finding a sequence of behavior trees that will change the state of the world to some predefined goal state is also proposed. We test the approach with good results including the fact that the advantages of behavior trees are maintained as intended.
Keywords
Documents
Colophon: This page is part of the AAU Student Projects portal, which is run by Aalborg University. Here, you can find and download publicly available bachelor's theses and master's projects from across the university dating from 2008 onwards. Student projects from before 2008 are available in printed form at Aalborg University Library.
If you have any questions about AAU Student Projects or the research registration, dissemination and analysis at Aalborg University, please feel free to contact the VBN team. You can also find more information in the AAU Student Projects FAQs.