Using Cyclic Scheduling to Generate Believable Behavior in Games

Authors

  • Richard Zhao University of Alberta
  • Duane Szafron University of Alberta

Keywords:

gaming, virtual character, behavior, scheduling

Abstract

Video game virtual characters should interact with the player, each other, and the environment. However, the cost of scripting complex behaviors becomes a bottleneck in content creation. Our goal is to help game designers to more easily populate their open world with background characters that exhibit more believable behaviors. We use a cyclic scheduling model that generates dynamic schedules for the daily lives of virtual characters. The scheduler employs a tiered behavior architecture where behavior components are modular and reusable. This research validates the designer usability of an implementation of this model. We present the results of a user study that evaluates the scheduling system versus manual scripting based on three metrics of behavior creation: behavior completeness, behavior correctness and behavior implementation time. The results indicate that the behavior architecture produces more reliable behaviors and improves designer efficiency which will reduce the cost of generating more believable character behaviors.

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Published

2021-06-29

How to Cite

Zhao, R., & Szafron, D. (2021). Using Cyclic Scheduling to Generate Believable Behavior in Games. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 10(1), 94-101. Retrieved from https://ojs.aaai.org/index.php/AIIDE/article/view/12709