An Architecture for Game Behavior AI: Behavior Multi-Queues

Authors

  • Maria Cutumisu Department of Computing Science, University of Alberta, Edmonton
  • Duane Szafron Department of Computing Science, University of Alberta, Edmonton

DOI:

https://doi.org/10.1609/aiide.v5i1.12350

Keywords:

Behaviour modeling, Behaviour building, NPC coordination, Content generation

Abstract

We describe an AI behavior architecture that supports responsive collaborative interruptible and resumable behaviors using behavior queues. This architecture wraps sets of behaviors into roles, which provide a simple efficient mechanism for encapsulating behaviors into components that can change dynamically, based on environmental criteria. To illustrate the viability of this architecture in a commercial setting, we implemented this architecture in BioWare Corp.’s Neverwinter Nights game. To demonstrate the usability of this architecture by game designers, we implemented a simple interface in ScriptEase, so that the architecture can be utilized with no coding skills.

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Published

2009-10-16

How to Cite

Cutumisu, M., & Szafron, D. (2009). An Architecture for Game Behavior AI: Behavior Multi-Queues. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 5(1), 20-27. https://doi.org/10.1609/aiide.v5i1.12350