BhTSL, Behavior Trees Specification and Processing

Authors Miguel Oliveira, Pedro Mimoso Silva, Pedro Moura, José João Almeida, Pedro Rangel Henriques



PDF
Thumbnail PDF

File

OASIcs.SLATE.2020.4.pdf
  • Filesize: 0.52 MB
  • 13 pages

Document Identifiers

Author Details

Miguel Oliveira
  • Centro Algoritmi (CAlg-CTC), Department of Informatics, University of Minho, Braga, Portugal
Pedro Mimoso Silva
  • Centro Algoritmi (CAlg-CTC), Department of Informatics, University of Minho, Braga, Portugal
Pedro Moura
  • Centro Algoritmi (CAlg-CTC), Department of Informatics, University of Minho, Braga, Portugal
José João Almeida
  • Centro Algoritmi (CAlg-CTC), Department of Informatics, University of Minho, Braga, Portugal
Pedro Rangel Henriques
  • Centro Algoritmi (CAlg-CTC), Department of Informatics, University of Minho, Braga, Portugal

Cite As Get BibTex

Miguel Oliveira, Pedro Mimoso Silva, Pedro Moura, José João Almeida, and Pedro Rangel Henriques. BhTSL, Behavior Trees Specification and Processing. In 9th Symposium on Languages, Applications and Technologies (SLATE 2020). Open Access Series in Informatics (OASIcs), Volume 83, pp. 4:1-4:13, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2020) https://doi.org/10.4230/OASIcs.SLATE.2020.4

Abstract

In the context of game development, there is always the need for describing behaviors for various entities, whether NPCs or even the world itself. That need requires a formalism to describe properly such behaviors. As the gaming industry has been growing, many approaches were proposed. First, finite state machines were used and evolved to hierarchical state machines. As that formalism was not enough, a more powerful concept appeared. Instead of using states for describing behaviors, people started to use tasks. This concept was incorporated in behavior trees. This paper focuses in the specification and processing of Behavior Trees. A DSL designed for that purpose will be introduced. It will also be discussed a generator that produces LaTeX diagrams to document the trees, and a Python module to implement the behavior described. Additionally, a simulator will be presented. These achievements will be illustrated using a concrete game as a case study.

Subject Classification

ACM Subject Classification
  • Theory of computation → Tree languages
Keywords
  • Game development
  • Behavior trees (BT)
  • NPC
  • DSL
  • Code generation

Metrics

  • Access Statistics
  • Total Accesses (updated on a weekly basis)
    0
    PDF Downloads

References

  1. Michele Colledanchise and Petter Ogren. Behavior Trees in Robotics and AI: An Introduction. Chapman & Hall/CRC Press, July 2018. URL: https://doi.org/10.1201/9780429489105.
  2. Epic-Games. Behavior trees, 2020. Accessed: 2020-05-21. Google Scholar
  3. Ian Millington and John Funge. Artificial Intelligence for Games. Morgan Kaufmann Publishers, January 2009. URL: https://doi.org/10.1201/9781315375229.
  4. Chris Simpson. Behavior trees for ai: How they work, 2014. Accessed: 2020-05-21. Google Scholar
  5. Guillem Travila Cuadrado. Behavior tree library, 2018. Universitat Politècnica de Catalunya, Bachelor Thesis. Google Scholar
Questions / Remarks / Feedback
X

Feedback for Dagstuhl Publishing


Thanks for your feedback!

Feedback submitted

Could not send message

Please try again later or send an E-mail