Optimization of Parameterized Behavior Trees in RTS Games

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Abstract

Introduction of Behavior Trees (BTs) impacted the field of Artificial Intelligence (AI) in games, by providing flexible and natural representation of non-player characters (NPCs) logic, manageable by game-designers. Recent trends in the field focused on automatic creation of AI-agents: from deep- and reinforcement-learning techniques to combinatorial (constrained) optimization and evolution of BTs. In this paper, we present a novel approach to semi-automatic construction of AI-agents, that mimic and generalize given human gameplays by adapting and tuning of expert-created BT under a developed similarity metric between source and BT gameplays. To this end, we formulated mixed discrete-continuous optimization problem, in which topological and functional changes of the BT are reflected in numerical variables, and constructed a dedicated hybrid-metaheuristic. The performance of presented approach was verified experimentally in a prototype real-time strategy game. Carried out experiments confirmed efficiency and perspectives of presented approach, which is going to be applied in a commercial game.

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APA

Machalewski, T., Marek, M., & Ochmann, A. (2023). Optimization of Parameterized Behavior Trees in RTS Games. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 13588 LNAI, pp. 387–398). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-031-23492-7_33

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