Emotional behavior trees

  title={Emotional behavior trees},
  author={Anja Johansson and Pierangelo Dell'Acqua},
  journal={2012 IEEE Conference on Computational Intelligence and Games (CIG)},
Often the AI techniques for decision making used in commercial games are predictable and unadaptive. Arguably, this causes a lack of realism for the players. We believe that emotions are a vital part in the creation of interesting and believable non-player characters for games. In this paper, we present an extension to behavior trees that incorporates emotions into the decision making. Specifically, we introduce a new type of priority selector whose priorities are dynamically evaluated to allow… CONTINUE READING

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