Mimicking Playstyle by Adapting Parameterized Behavior Trees in RTS Games
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Abstract (arXiv)
The discovery 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. Nevertheless, increased pressure on ever better NPCs AI-agents forced complexity of handcrafted BTs to became barely-tractable and error-prone. On the other hand, while many just-launched on-line games suffer from player-shortage, the existence of AI with a broad-range of capabilities could increase players retention. Therefore, to handle above challenges, recent trends in the field focused on automatic creation of AI-agents: from deep- and reinforcementlearning 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.
Key facts. Cited by 1 paper in the map (data through 13 Oct 2026). Builds on 3 of its 27 references that are in the map. First posted on arXiv 23 Nov 2021.
Builds on
3 of 27 references.
References · 3
- 2017Behavior Trees in Robotics and AI: An Introductioncited by 105
- 2018Imitation Learning with Concurrent Actions in 3D Gamescited by 18
- 2017Learning Macromanagement in StarCraft from Replays using Deep Learningcited by 5
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Citing papers per year: 2026: 1.
1 paper.