Comparing behavior trees and emotional behavior networks for NPCs

Comparing behavior trees and emotional behavior networks for NPCs
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比较 NPC 的行为树和情感行为网络

DOI:
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发表时间:
2012
期刊:
International Conference on Computer Games
影响因子:
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通讯作者:
Pierangelo Dell'Acqua
Pierangelo Dell'Acqua
中科院分区:
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文献类型:
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作者:
Anja Johansson;Pierangelo Dell'Acqua

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作为游戏中非玩家角色的行动选择机制,行为树越来越受欢迎。另一种解决行动选择问题的方法是情绪行为网络。它是一种动态的、目标驱动的决策模型,其重点是利用情绪进行决策,结合了各种关于情绪的心理学理论。在本文中,我们从设计和功能的角度比较了行为树和情感行为网络。
Behavior trees have become increasingly popular as an action selection mechanism for non-player characters in games. A different approach to the action selection problem is represented by emotional behavior networks. They are a dynamic, goal-driven decision-making model, which focuses on using emotions for decision making, incorporating various psychological theories concerning emotions. In this paper, we compare behavior trees to emotional behavior networks from a design and functionality point of view.
DOI: 10.1037/0022-3514.81.1.146
发表时间: 2001-07
影响因子: 7.6
作者:
J. Lerner;D. Keltner
通讯作者: J. Lerner;D. Keltner