Decision Making in a Life Simulation Game
Philipp Erler
Broschiertes Buch

Decision Making in a Life Simulation Game

Using Behavior Trees and Utility Functions for the Behavior of the Crewmembers in Cosmonautica

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Natural behavior of a single artificial intelligence or even entire groups is a great challenge but also necessary for the immersion in video games. The object of this work is to find and implement the best technique for the behaviors of the simulated people in "Cosmonautica", Chasing Carrots' next game. The comparison of the different decision-making techniques shows that behavior trees combined with utility functions are the best choice due to their overall composition of flexibility, quality, performance, re-usability, and maintainability. Now, behavior trees are used in "Cosmonautica" to c...