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\n  \n 2017\n \n \n (2)\n \n \n
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\n \n\n \n \n \n \n \n Using program by demonstration and visual scripting to supporting game design.\n \n \n \n\n\n \n Sagredo-Olivenza, I.; Gómez-Martín, P.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n Volume 10351 LNCS 2017.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 30 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@book{\n title = {Using program by demonstration and visual scripting to supporting game design},\n type = {book},\n year = {2017},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n keywords = {Case-based reasoning,Entertainment,Game AI Program by demonstration,Machine learning},\n volume = {10351 LNCS},\n id = {1e6c2e87-7f48-30d0-bc41-c972a6e10fd7},\n created = {2018-12-19T15:19:43.387Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:19:43.486Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© Springer International Publishing AG 2017. Creating the behavior for non-player characters (NPCs) in video games is a complex task that requires the collaboration among programmers and game designers. Usually these game designers are responsible of configuring and fine tuning certain parameters of the behavior, while programmers write the actual code of those behaviors. That requires several iterations between them. In this paper, we present a new approach for creating the behavior of NPCs that gives more power to the game designer to create behavior without technical knowledge using program by demonstration but preserving the designer confident of the final behavior.},\n bibtype = {book},\n author = {Sagredo-Olivenza, I. and Gómez-Martín, P.P. and Gómez-Martín, M.A. and González-Calero, P.A.},\n doi = {10.1007/978-3-319-60045-1_5}\n}
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\n © Springer International Publishing AG 2017. Creating the behavior for non-player characters (NPCs) in video games is a complex task that requires the collaboration among programmers and game designers. Usually these game designers are responsible of configuring and fine tuning certain parameters of the behavior, while programmers write the actual code of those behaviors. That requires several iterations between them. In this paper, we present a new approach for creating the behavior of NPCs that gives more power to the game designer to create behavior without technical knowledge using program by demonstration but preserving the designer confident of the final behavior.\n
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\n \n\n \n \n \n \n \n Combining neural networks for controlling non-player characters in games.\n \n \n \n\n\n \n Sagredo-Olivenza, I.; Gómez-Martín, P.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n Volume 10306 LNCS 2017.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@book{\n title = {Combining neural networks for controlling non-player characters in games},\n type = {book},\n year = {2017},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n volume = {10306 LNCS},\n id = {419f90b3-a07c-37c6-84b8-de99bc5b03fb},\n created = {2018-12-19T15:53:20.610Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.610Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© Springer International Publishing AG 2017.Creating the behavior for non-player characters in video games is a complex task that requires the collaboration among programmers and game designers. Usually game designers are only allowed to change certain parameters of the behavior, while programmers write new code whenever the behavior intended by designers cannot be achieved by just parameter tweaking. This becomes a time-consuming process that requires several iterations of designers testing the solution provided by programmers, followed by additional changes in the requirements that programmers must again re-implement. In this paper, we present an approach for creating the behavior of non-player characters in video games that gives more power to the game designer by combining program by demonstration and behavior trees. Our approach is able to build some parts of a behavior tree with the observed data in a previous training phase.},\n bibtype = {book},\n author = {Sagredo-Olivenza, I. and Gómez-Martín, P.P. and Gómez-Martín, M.A. and González-Calero, P.A.},\n doi = {10.1007/978-3-319-59147-6_59}\n}
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\n © Springer International Publishing AG 2017.Creating the behavior for non-player characters in video games is a complex task that requires the collaboration among programmers and game designers. Usually game designers are only allowed to change certain parameters of the behavior, while programmers write new code whenever the behavior intended by designers cannot be achieved by just parameter tweaking. This becomes a time-consuming process that requires several iterations of designers testing the solution provided by programmers, followed by additional changes in the requirements that programmers must again re-implement. In this paper, we present an approach for creating the behavior of non-player characters in video games that gives more power to the game designer by combining program by demonstration and behavior trees. Our approach is able to build some parts of a behavior tree with the observed data in a previous training phase.\n
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\n  \n 2016\n \n \n (1)\n \n \n
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\n \n\n \n \n \n \n \n \n Programming by Demonstration in Complex 3D Game.\n \n \n \n \n\n\n \n Sagredo-Olivenza, I.; Gómez-Mart\\'\\in, M., A.; Gómez-Mart\\'\\in, P., P.; and González-Calero, P., A.\n\n\n \n\n\n\n In Camacho, D.; Gómez-Mart\\'\\in, M., A.; and González-Calero, P., A., editor(s), Proceedings of the 3rd Congreso de la Sociedad Española para las Ciencias del Videojuego, Barcelona, Spain, June 29, 2016., volume 1682, of CEUR Workshop Proceedings, pages 101-112, 2016. CEUR-WS.org\n \n\n\n\n
\n\n\n\n \n \n \"ProgrammingWebsite\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n  \n \n 9 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{\n title = {Programming by Demonstration in Complex 3D Game},\n type = {inproceedings},\n year = {2016},\n pages = {101-112},\n volume = {1682},\n websites = {http://ceur-ws.org/Vol-1682/CoSeCiVi16_paper_11.pdf},\n publisher = {CEUR-WS.org},\n series = {CEUR Workshop Proceedings},\n id = {6485efd0-8b2b-33c5-b2b8-c2dc42e787c6},\n created = {2018-12-19T15:53:20.448Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.448Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {true},\n hidden = {false},\n citation_key = {DBLP:conf/cosecivi/Sagredo-Olivenza16},\n source_type = {inproceedings},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {Sagredo-Olivenza, Ismael and Gómez-Mart\\'\\in, Marco Antonio and Gómez-Mart\\'\\in, Pedro Pablo and González-Calero, Pedro A},\n editor = {Camacho, David and Gómez-Mart\\'\\in, Marco Antonio and González-Calero, Pedro Antonio},\n booktitle = {Proceedings of the 3rd Congreso de la Sociedad Española para las Ciencias del Videojuego, Barcelona, Spain, June 29, 2016.}\n}
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\n  \n 2015\n \n \n (2)\n \n \n
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\n \n\n \n \n \n \n \n Supporting the collaboration between programmers and designers building game ai.\n \n \n \n\n\n \n Sagredo-Olivenza, I.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n Volume 9353 2015.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@book{\n title = {Supporting the collaboration between programmers and designers building game ai},\n type = {book},\n year = {2015},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n volume = {9353},\n id = {3048d0fa-f097-3d8d-92aa-615cbcaab52f},\n created = {2018-12-19T15:53:20.344Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.344Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© IFIP International Federation for Information Processing 2015. The design of the behavior of non-player characters (NPCs) in a game is a collaborative task between programmers and designers. Nevertheless this collaboration is an open problem since the limits, responsibilities and competences are not well defined. Behavior trees are the technology of choice nowadays for programming the behavior of NPCs, and they are first and foremost a programmers tool. In this paper we describe an experiment that shows that with the right division of labor and a reduced background in Programming, designers can also build behavior trees and thus find a principled way to collaborate with programmers in that task.},\n bibtype = {book},\n author = {Sagredo-Olivenza, I. and Gómez-Martín, M.A. and González-Calero, P.A.},\n doi = {10.1007/978-3-319-24589-8_46}\n}
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\n © IFIP International Federation for Information Processing 2015. The design of the behavior of non-player characters (NPCs) in a game is a collaborative task between programmers and designers. Nevertheless this collaboration is an open problem since the limits, responsibilities and competences are not well defined. Behavior trees are the technology of choice nowadays for programming the behavior of NPCs, and they are first and foremost a programmers tool. In this paper we describe an experiment that shows that with the right division of labor and a reduced background in Programming, designers can also build behavior trees and thus find a principled way to collaborate with programmers in that task.\n
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\n \n\n \n \n \n \n \n Implementation of query nodes in behavior trees | Implementación de nodos consulta en árboles de comportamiento.\n \n \n \n\n\n \n Sagredo-Olivenza, I.; Flórez-Puga, G.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In CEUR Workshop Proceedings, volume 1394, pages 144-155, 2015. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{\n title = {Implementation of query nodes in behavior trees | Implementación de nodos consulta en árboles de comportamiento},\n type = {inproceedings},\n year = {2015},\n pages = {144-155},\n volume = {1394},\n issue = {January},\n id = {7f8d9bd4-a541-35fd-9d04-b38bea3f09ad},\n created = {2018-12-19T15:53:20.441Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.441Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {Sagredo-Olivenza, I. and Flórez-Puga, G. and Gómez-Martín, M.A. and González-Calero, P.A.},\n booktitle = {CEUR Workshop Proceedings}\n}
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\n \n\n \n \n \n \n \n An integrative model of state machines and behavior trees for video games.\n \n \n \n\n\n \n Sagredo-Olivenza, I.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In CEUR Workshop Proceedings, volume 1196, 2014. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{\n title = {An integrative model of state machines and behavior trees for video games},\n type = {inproceedings},\n year = {2014},\n volume = {1196},\n id = {235f2565-76fe-33d2-b28d-167c2aa960cd},\n created = {2018-12-19T15:53:20.662Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.662Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {Sagredo-Olivenza, I. and Gómez-Martín, M.A. and González-Calero, P.A.},\n booktitle = {CEUR Workshop Proceedings}\n}
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\n \n\n \n \n \n \n \n A declarative domain model can serve as design document.\n \n \n \n\n\n \n Llansó, D.; Gómez-Martín, P.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In AAAI Workshop - Technical Report, volume WS-13-20, pages 9-15, 2013. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{\n title = {A declarative domain model can serve as design document},\n type = {inproceedings},\n year = {2013},\n pages = {9-15},\n volume = {WS-13-20},\n id = {66422dee-090b-37e3-82c3-39a410bef360},\n created = {2018-12-19T15:53:20.614Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.614Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Detailed design documents have been criticized as a hard to maintain artifacts that may easily become useless while a game under development keeps evolving. In this paper we propose the use of declarative domain modelling as a communication tool and a form of contract between designers and programmers. We show how this model, including entities and actions relevant for the game design, can also serve to support debugging tools for game designers. Copyright © 2013, Association for the Advancement of Artificial Intelligence. All rights reserved.},\n bibtype = {inproceedings},\n author = {Llansó, D. and Gómez-Martín, P.P. and Gómez-Martín, M.A. and González-Calero, P.A.},\n booktitle = {AAAI Workshop - Technical Report}\n}
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\n Detailed design documents have been criticized as a hard to maintain artifacts that may easily become useless while a game under development keeps evolving. In this paper we propose the use of declarative domain modelling as a communication tool and a form of contract between designers and programmers. We show how this model, including entities and actions relevant for the game design, can also serve to support debugging tools for game designers. Copyright © 2013, Association for the Advancement of Artificial Intelligence. All rights reserved.\n
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\n \n\n \n \n \n \n \n Empirical evaluation of the automatic generation of a component-based software architecture for games.\n \n \n \n\n\n \n Llansó, D.; Gómez-Martín, P.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In Proceedings of the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013, pages 37-43, 2013. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Empirical evaluation of the automatic generation of a component-based software architecture for games},\n type = {inproceedings},\n year = {2013},\n pages = {37-43},\n id = {1cb5c106-08ec-3f4d-863e-034e46c946f7},\n created = {2018-12-19T15:53:20.615Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.615Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Copyright © 2013, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. Component-based architecture is the software design of choice for most modern games and game engines, allowing for extensible and reusable software that easily adapts to changes in requirements. Nevertheless, designing a component-based architecture is not an easy achievement and some techniques have been previously proposed for the automatic generation of a component distribution to implement a given declarative model of the entities in the game. The goal of the work presented here is to empirically compare the quality of the component distributions designed by programmers, with those others automatically obtained with such techniques.},\n bibtype = {inproceedings},\n author = {Llansó, D. and Gómez-Martín, P.P. and Gómez-Martín, M.A. and González-Calero, P.A.},\n booktitle = {Proceedings of the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013}\n}
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\n Copyright © 2013, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. Component-based architecture is the software design of choice for most modern games and game engines, allowing for extensible and reusable software that easily adapts to changes in requirements. Nevertheless, designing a component-based architecture is not an easy achievement and some techniques have been previously proposed for the automatic generation of a component distribution to implement a given declarative model of the entities in the game. The goal of the work presented here is to empirically compare the quality of the component distributions designed by programmers, with those others automatically obtained with such techniques.\n
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\n \n\n \n \n \n \n \n Evaluating sketch-based retrieval speed-up for behaviour design in soccerbots.\n \n \n \n\n\n \n Flórez-Puga, G.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n In FLAIRS 2013 - Proceedings of the 26th International Florida Artificial Intelligence Research Society Conference, pages 369-374, 2013. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 20 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{\n title = {Evaluating sketch-based retrieval speed-up for behaviour design in soccerbots},\n type = {inproceedings},\n year = {2013},\n pages = {369-374},\n id = {d36ae81b-b555-3835-af44-f9f755b6b781},\n created = {2018-12-19T15:53:20.620Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.620Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Sketch-based retrieval is a technique that supports the design of behaviour for game characters by reusing previously designed behaviours. Most techniques for specifying behaviour for game characters use some kind of graph-based formalism to represent such behaviour. Through graph-matching techniques, sketch-based retrieval allows to use any intermediate graph generated along the design process, a sketch of the final behaviour, as a query to retrieve similar behaviours from a library of complete behaviours. In this paper we describe the design and results from an experiment designed to measure to what extent having a library of reusable behaviours accessed through sketch-based retrieval can speed-up the behaviour design process in the Soccerbots game. Copyright © 2013, Association for the Advancement of Artificial Intelligence. All rights reserved.},\n bibtype = {inproceedings},\n author = {Flórez-Puga, G. and Díaz-Agudo, B. and González-Calero, P.},\n booktitle = {FLAIRS 2013 - Proceedings of the 26th International Florida Artificial Intelligence Research Society Conference}\n}
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\n Sketch-based retrieval is a technique that supports the design of behaviour for game characters by reusing previously designed behaviours. Most techniques for specifying behaviour for game characters use some kind of graph-based formalism to represent such behaviour. Through graph-matching techniques, sketch-based retrieval allows to use any intermediate graph generated along the design process, a sketch of the final behaviour, as a query to retrieve similar behaviours from a library of complete behaviours. In this paper we describe the design and results from an experiment designed to measure to what extent having a library of reusable behaviours accessed through sketch-based retrieval can speed-up the behaviour design process in the Soccerbots game. Copyright © 2013, Association for the Advancement of Artificial Intelligence. All rights reserved.\n
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\n \n\n \n \n \n \n \n Supporting sketch-based retrieval from a library of reusable behaviours.\n \n \n \n\n\n \n Flórez-Puga, G.; González-Calero, P.; Jiménez-Díaz, G.; and Díaz-Agudo, B.\n\n\n \n\n\n\n Expert Systems with Applications, 40(2): 531-542. 2013.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{\n title = {Supporting sketch-based retrieval from a library of reusable behaviours},\n type = {article},\n year = {2013},\n keywords = {AI authoring tools,Behaviour authoring,FSMs,Game design,Graph matching,Non-playing characters},\n pages = {531-542},\n volume = {40},\n id = {677e6560-a625-34b4-bd4e-6f2dce9fdc07},\n created = {2018-12-19T15:53:20.820Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.820Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Building the behaviour for non-player characters in a game is a complex collaborative task among AI designers and programmers. In this paper we present a visual authoring tool for game designers that supports behaviour reuse. We describe a visual editor, capable of storing, indexing, retrieving and reusing behaviours previously designed by AI programmers. One of the most notable features of our editor is its capability for sketch-based retrieval: searching in a repository for behaviours that are similar to the one the user is drawing, and making suggestions about how to complete it. As this process relies on graph behaviour comparison, in this paper, we describe different algorithms for graph comparison, and demonstrate, through empirical evaluation in a particular test domain, that we can provide structure-based similarity for graphs that preserves behaviour similarity and can be computed at reasonable cost. © 2012 Elsevier Ltd. All rights reserved.},\n bibtype = {article},\n author = {Flórez-Puga, G. and González-Calero, P.A. and Jiménez-Díaz, G. and Díaz-Agudo, B.},\n doi = {10.1016/j.eswa.2012.07.067},\n journal = {Expert Systems with Applications},\n number = {2}\n}
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\n Building the behaviour for non-player characters in a game is a complex collaborative task among AI designers and programmers. In this paper we present a visual authoring tool for game designers that supports behaviour reuse. We describe a visual editor, capable of storing, indexing, retrieving and reusing behaviours previously designed by AI programmers. One of the most notable features of our editor is its capability for sketch-based retrieval: searching in a repository for behaviours that are similar to the one the user is drawing, and making suggestions about how to complete it. As this process relies on graph behaviour comparison, in this paper, we describe different algorithms for graph comparison, and demonstrate, through empirical evaluation in a particular test domain, that we can provide structure-based similarity for graphs that preserves behaviour similarity and can be computed at reasonable cost. © 2012 Elsevier Ltd. All rights reserved.\n
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\n  \n 2012\n \n \n (1)\n \n \n
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\n \n\n \n \n \n \n \n eCo: Managing a library of reusable behaviours.\n \n \n \n\n\n \n Flórez-Puga, G.; Jiménez-Díaz, G.; and González-Calero, P.\n\n\n \n\n\n\n Volume 7466 LNAI 2012.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {eCo: Managing a library of reusable behaviours},\n type = {book},\n year = {2012},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {92-106},\n volume = {7466 LNAI},\n id = {95200f5e-40cd-33b4-b2fc-f9009dc19626},\n created = {2018-12-19T15:53:20.779Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.779Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Building the behaviour for non-player characters in a game is a complex collaborative task among AI designers and programmers. In this paper we present a visual authoring tool for game designers that uses CBR techniques to support behaviour reuse. Our visual editor (called eCo) is capable of storing, indexing, retrieving and reusing behaviours previously designed by AI programmers. One of its most notable features is the sketch-based retrieval: that is, searching in a repository for behaviours that are similar to the one the user is drawing, and making suggestions about how to complete it. As this process relies on graph behaviour comparison, in this paper, we describe different algorithms for graph comparison, and demonstrate, through empirical evaluation in a particular test domain, that we can provide structure-based similarity for graphs that preserves behaviour similarity and can be computed at reasonable cost. © 2012 Springer-Verlag.},\n bibtype = {book},\n author = {Flórez-Puga, G. and Jiménez-Díaz, G. and González-Calero, P.A.},\n doi = {10.1007/978-3-642-32986-9_9}\n}
\n
\n\n\n
\n Building the behaviour for non-player characters in a game is a complex collaborative task among AI designers and programmers. In this paper we present a visual authoring tool for game designers that uses CBR techniques to support behaviour reuse. Our visual editor (called eCo) is capable of storing, indexing, retrieving and reusing behaviours previously designed by AI programmers. One of its most notable features is the sketch-based retrieval: that is, searching in a repository for behaviours that are similar to the one the user is drawing, and making suggestions about how to complete it. As this process relies on graph behaviour comparison, in this paper, we describe different algorithms for graph comparison, and demonstrate, through empirical evaluation in a particular test domain, that we can provide structure-based similarity for graphs that preserves behaviour similarity and can be computed at reasonable cost. © 2012 Springer-Verlag.\n
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\n  \n 2011\n \n \n (7)\n \n \n
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\n \n\n \n \n \n \n \n Empowering designers with libraries of self-validated query-enabled behaviour trees.\n \n \n \n\n\n \n Flórez-Puga, G.; Llansó, D.; Gómez-Martín, M.; Gómez-Martín, P.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n 2011.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Empowering designers with libraries of self-validated query-enabled behaviour trees},\n type = {book},\n year = {2011},\n source = {Artificial Intelligence for Computer Games},\n pages = {55-81},\n id = {20285617-f8a2-3e2a-b4ec-a55759ffcd09},\n created = {2018-12-19T15:53:20.721Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.721Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Building the behaviour fornon-player characters (NPC) in a game is a collaborative effort betweenAI designers and programmers. Programmers provide to the designers with the building blocks for specifying behaviours in the game, and designers use some combination ofstate machines,scripting and visual languages to build complex behaviours by composing the basic pieces the programmers provide.Behaviour trees (BTs) are the technology of choice for AI programmers to build NPC behaviour. Although BTs can be naturally built using visual languages that require no programming, in general, they are considered too complex for being built by designers without a programming background. In this chapter, we propose a number of techniques for facilitating the collaborative work of behaviour design through BTs. We provide tools for creating and managing a library of reusable fragments of BTs, intended for both programmers and designers. Such library is accessed through retrieval mechanisms that also support the definition of query nodes in BTs that can be expanded at run-time. In order to harness such an expressive power in behaviour design, we also propose an extension to the component-based architecture that supports a number of sanity checks to validate BTs, both at design and run-time. © 2011 Springer Science+Business Media, LLC.},\n bibtype = {book},\n author = {Flórez-Puga, G. and Llansó, D. and Gómez-Martín, M.A. and Gómez-Martín, P.P. and Díaz-Agudo, B. and González-Calero, P.A.},\n doi = {10.1007/978-1-4419-8188-2_3}\n}
\n
\n\n\n
\n Building the behaviour fornon-player characters (NPC) in a game is a collaborative effort betweenAI designers and programmers. Programmers provide to the designers with the building blocks for specifying behaviours in the game, and designers use some combination ofstate machines,scripting and visual languages to build complex behaviours by composing the basic pieces the programmers provide.Behaviour trees (BTs) are the technology of choice for AI programmers to build NPC behaviour. Although BTs can be naturally built using visual languages that require no programming, in general, they are considered too complex for being built by designers without a programming background. In this chapter, we propose a number of techniques for facilitating the collaborative work of behaviour design through BTs. We provide tools for creating and managing a library of reusable fragments of BTs, intended for both programmers and designers. Such library is accessed through retrieval mechanisms that also support the definition of query nodes in BTs that can be expanded at run-time. In order to harness such an expressive power in behaviour design, we also propose an extension to the component-based architecture that supports a number of sanity checks to validate BTs, both at design and run-time. © 2011 Springer Science+Business Media, LLC.\n
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\n \n\n \n \n \n \n \n Extending case-based planning with behavior trees.\n \n \n \n\n\n \n Palma, R.; González-Calero, P.; Gómez-Martín, M.; and Gómez-Martín, P.\n\n\n \n\n\n\n In Proceedings of the 24th International Florida Artificial Intelligence Research Society, FLAIRS - 24, pages 407-412, 2011. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Extending case-based planning with behavior trees},\n type = {inproceedings},\n year = {2011},\n pages = {407-412},\n id = {16d7efd8-dae5-3d2f-b2fb-edfbe71497f0},\n created = {2018-12-19T15:53:20.724Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.724Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {The combination of learning by demonstration and planning has proved an effective solution for real-time strategy games. Nevertheless, learning hierarchical plans from expert traces also has its limitations regarding the number of training traces required, and the absence of mechanisms for rapidly reacting to high priority goals. We propose to bring the game designer back into the loop, by allowing him to explicitly inject decision making knowledge, in the form of behavior trees, to complement the knowledge obtained from the traces. By providing a natural mechanism for designers to inject knowledge into the plan library, we intend to integrate the best of both worlds: learning from traces and hard-coded rules. Copyright © 2011, Association for the Advancement of Artificial Intelligence. All rights reserved.},\n bibtype = {inproceedings},\n author = {Palma, R. and González-Calero, P.A. and Gómez-Martín, M.A. and Gómez-Martín, P.P.},\n booktitle = {Proceedings of the 24th International Florida Artificial Intelligence Research Society, FLAIRS - 24}\n}
\n
\n\n\n
\n The combination of learning by demonstration and planning has proved an effective solution for real-time strategy games. Nevertheless, learning hierarchical plans from expert traces also has its limitations regarding the number of training traces required, and the absence of mechanisms for rapidly reacting to high priority goals. We propose to bring the game designer back into the loop, by allowing him to explicitly inject decision making knowledge, in the form of behavior trees, to complement the knowledge obtained from the traces. By providing a natural mechanism for designers to inject knowledge into the plan library, we intend to integrate the best of both worlds: learning from traces and hard-coded rules. Copyright © 2011, Association for the Advancement of Artificial Intelligence. All rights reserved.\n
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\n \n\n \n \n \n \n \n Artificial intelligence for computer games.\n \n \n \n\n\n \n González-Calero, P.; and Gómez-Martín, M.\n\n\n \n\n\n\n 2011.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Artificial intelligence for computer games},\n type = {book},\n year = {2011},\n source = {Artificial Intelligence for Computer Games},\n pages = {1-200},\n id = {0852634a-395e-3bf2-bead-7c446a39caa2},\n created = {2018-12-19T15:53:20.725Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.725Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Techniques used for Artificial Intelligence (AI) in commercial video games are still far from state-of-the art in Academia, but with graphics in video games coming close to photo realistic quality, and multi-processor architectures getting common in console and PC game platforms, sophisticated AI is getting into the focus of the video game industry as the next big thing for enhancing the player experience. "Artificial Intelligence for Games" collects some of the most relevant results from Academia in the area of Artificial Intelligence for games. The selection of contributions has been biased towards rigorous and theoretically grounded work that is also supported with developed prototypes, which should pave the way for the integration of academic AI techniques into state-of-the-art electronic entertainment games. The chapters in the book cover different areas relevant to AI in commercial games: Real-time heuristic search algorithms that alleviate the scalability problem of A* techniques Authoring tools that facilitate the construction by game designers (typically non-programmers) of behavior controlling software Algorithms for automatically or semi-automatically learning complex behavior from recorded traces of human players Techniques that try to deliver the best possible experience by dynamically adapting the game to the player interaction "Artificial Intelligence for Games" is a must-read for researchers and practicing engineers in the game industry. Key results from applied research on AI within the last 10 years have been collected here to provide a reference work for both Academia and Industry that will help to close the gap between both worlds. © 2011 Springer Science+Business Media, LLC.},\n bibtype = {book},\n author = {González-Calero, P.A. and Gómez-Martín, M.A.},\n doi = {10.1007/978-1-4419-8188-2}\n}
\n
\n\n\n
\n Techniques used for Artificial Intelligence (AI) in commercial video games are still far from state-of-the art in Academia, but with graphics in video games coming close to photo realistic quality, and multi-processor architectures getting common in console and PC game platforms, sophisticated AI is getting into the focus of the video game industry as the next big thing for enhancing the player experience. \"Artificial Intelligence for Games\" collects some of the most relevant results from Academia in the area of Artificial Intelligence for games. The selection of contributions has been biased towards rigorous and theoretically grounded work that is also supported with developed prototypes, which should pave the way for the integration of academic AI techniques into state-of-the-art electronic entertainment games. The chapters in the book cover different areas relevant to AI in commercial games: Real-time heuristic search algorithms that alleviate the scalability problem of A* techniques Authoring tools that facilitate the construction by game designers (typically non-programmers) of behavior controlling software Algorithms for automatically or semi-automatically learning complex behavior from recorded traces of human players Techniques that try to deliver the best possible experience by dynamically adapting the game to the player interaction \"Artificial Intelligence for Games\" is a must-read for researchers and practicing engineers in the game industry. Key results from applied research on AI within the last 10 years have been collected here to provide a reference work for both Academia and Industry that will help to close the gap between both worlds. © 2011 Springer Science+Business Media, LLC.\n
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\n \n\n \n \n \n \n \n Knowledge guided development of videogames.\n \n \n \n\n\n \n Llansó, D.; Gómez-Martín, M.; Gómez-Martín, P.; and González-Calero, P.\n\n\n \n\n\n\n In Artificial Intelligence in the Game Design Process - Papers from the 2011 AIIDE Workshop, pages 8-13, 2011. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Knowledge guided development of videogames},\n type = {inproceedings},\n year = {2011},\n pages = {8-13},\n id = {f07f729c-c348-3351-85b1-7a889a5b99dd},\n created = {2018-12-19T15:53:20.726Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.726Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Due to the changing nature of videogames, the componentbased architecture is the design of choice for managing game entities instead of the traditional static class hierarchies. A component-based architecture lets programmers edit entities as collections of components, which provide the entity with new functionalities. Such architecture promotes flexibility but makes the code more difficult to understand because entities are built at runtime by linking components. In this paper we present a semi-automatic process for moving from a class hierarchy to a component-based architecture. Through the application of Formal Concept Analysis we propose a novel technique for automatically identifying candidate distributions of responsibilities among components. © 2011, Association for the Advancement of Artificial Intelligence.},\n bibtype = {inproceedings},\n author = {Llansó, D. and Gómez-Martín, M.A. and Gómez-Martín, P.P. and González-Calero, P.A.},\n booktitle = {Artificial Intelligence in the Game Design Process - Papers from the 2011 AIIDE Workshop}\n}
\n
\n\n\n
\n Due to the changing nature of videogames, the componentbased architecture is the design of choice for managing game entities instead of the traditional static class hierarchies. A component-based architecture lets programmers edit entities as collections of components, which provide the entity with new functionalities. Such architecture promotes flexibility but makes the code more difficult to understand because entities are built at runtime by linking components. In this paper we present a semi-automatic process for moving from a class hierarchy to a component-based architecture. Through the application of Formal Concept Analysis we propose a novel technique for automatically identifying candidate distributions of responsibilities among components. © 2011, Association for the Advancement of Artificial Intelligence.\n
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\n \n\n \n \n \n \n \n Explicit domain modelling in video games.\n \n \n \n\n\n \n Llansó, D.; Gómez-Martín, M.; Gómez-Martín, P.; and González-Calero, P.\n\n\n \n\n\n\n In Proceedings of the 6th International Conference on the Foundations of Digital Games, FDG 2011, pages 99-106, 2011. \n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Explicit domain modelling in video games},\n type = {inproceedings},\n year = {2011},\n pages = {99-106},\n id = {389b9971-b07d-3e23-8394-b3f12ad19884},\n created = {2018-12-19T15:53:20.828Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.828Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {The state-of-the-art in software engineering for game engines, recommends the use of a component-based software architecture for managing the entities in a game. A component-based architecture facilitates the definition of new types of entities as collections of components that provide basic pieces of functionality, providing a flexible software that can adapt to changes in game design. However, such flexibility comes with a price, both in terms of software understanding and error checking: a game where entity types are just run-time concepts is harder to understand than one with an explicit hierarchy of entity types; and error checking that, in a more traditional inheritance-based architecture, would come from type safety at compile time is now lost. To alleviate these problems, a component-based architecture employs blueprints, external data files that specify the particular combination of components for every entity type. In this paper we propose an extension to the componentbased architecture, substituting blueprints with a full fledged domain model in OWL, including a description of the entities, its attributes and components, along with the messages they exchange. We also describe authoring tools for building such a model and show how the model improves software understanding and error checking. Copyright 2011 ACM.},\n bibtype = {inproceedings},\n author = {Llansó, D. and Gómez-Martín, M.A. and Gómez-Martín, P.P. and González-Calero, P.A.},\n doi = {10.1145/2159365.2159379},\n booktitle = {Proceedings of the 6th International Conference on the Foundations of Digital Games, FDG 2011}\n}
\n
\n\n\n
\n The state-of-the-art in software engineering for game engines, recommends the use of a component-based software architecture for managing the entities in a game. A component-based architecture facilitates the definition of new types of entities as collections of components that provide basic pieces of functionality, providing a flexible software that can adapt to changes in game design. However, such flexibility comes with a price, both in terms of software understanding and error checking: a game where entity types are just run-time concepts is harder to understand than one with an explicit hierarchy of entity types; and error checking that, in a more traditional inheritance-based architecture, would come from type safety at compile time is now lost. To alleviate these problems, a component-based architecture employs blueprints, external data files that specify the particular combination of components for every entity type. In this paper we propose an extension to the componentbased architecture, substituting blueprints with a full fledged domain model in OWL, including a description of the entities, its attributes and components, along with the messages they exchange. We also describe authoring tools for building such a model and show how the model improves software understanding and error checking. Copyright 2011 ACM.\n
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\n \n\n \n \n \n \n \n Iterative software design of computer games through FCA.\n \n \n \n\n\n \n Llansó, D.; Gómez-Martín, P.; Gomez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In CEUR Workshop Proceedings, volume 959, pages 143-158, 2011. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Iterative software design of computer games through FCA},\n type = {inproceedings},\n year = {2011},\n pages = {143-158},\n volume = {959},\n id = {966e704a-7fe0-35a2-b6ff-196d17b84ff2},\n created = {2018-12-19T15:53:20.930Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.930Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {If iteration is the rule in modern software development practices, this is more the case in game development. While the secret recipe for fun in games remains hidden, game development will remain a highly iterative trial-and-error design process. In this paper we present a semi-automatic process that, through FCA, can assist in the software design of modern videogames. Through FCA we can identify candidate distributions of responsibilities among components, and let the users edit such distributions. We support iteration by facilitating the application of past edits when going through a new iteration of identifying candidate components to accommodate for new version of the game requirements.},\n bibtype = {inproceedings},\n author = {Llansó, D. and Gómez-Martín, P.P. and Gomez-Martín, M.A. and González-Calero, P.A.},\n booktitle = {CEUR Workshop Proceedings}\n}
\n
\n\n\n
\n If iteration is the rule in modern software development practices, this is more the case in game development. While the secret recipe for fun in games remains hidden, game development will remain a highly iterative trial-and-error design process. In this paper we present a semi-automatic process that, through FCA, can assist in the software design of modern videogames. Through FCA we can identify candidate distributions of responsibilities among components, and let the users edit such distributions. We support iteration by facilitating the application of past edits when going through a new iteration of identifying candidate components to accommodate for new version of the game requirements.\n
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\n \n\n \n \n \n \n \n Combining Expert Knowledge and Learning from Demonstration in Real-Time Strategy Games.\n \n \n \n\n\n \n Palma, R.; Sanchez-Ruiz, A., A.; Antonio Gomez-Martin, M.; Pablo Gomez-Martin, P.; Antonio Gonzalez-Calero, P.; Ram, A.; and Wiratunga, N.\n\n\n \n\n\n\n Case-Based Reasoning Research and Development, Iccbr 2011. 2011.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@article{\n title = {Combining Expert Knowledge and Learning from Demonstration in Real-Time Strategy Games},\n type = {article},\n year = {2011},\n id = {317d134e-aaf1-3586-bdee-415070f8cd00},\n created = {2018-12-19T15:53:20.974Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.974Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {article},\n author = {Palma, Ricardo and Sanchez-Ruiz, Antonio A and Antonio Gomez-Martin, Marco and Pablo Gomez-Martin, Pedro and Antonio Gonzalez-Calero, Pedro and Ram, A and Wiratunga, N},\n journal = {Case-Based Reasoning Research and Development, Iccbr 2011}\n}
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\n  \n 2010\n \n \n (1)\n \n \n
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\n \n\n \n \n \n \n \n Similarity measures in hierarchical behaviours from a structural point of view.\n \n \n \n\n\n \n Florez-Puga, G.; Diaz-Agudo, B.; and Gonzalez-Calero, P.\n\n\n \n\n\n\n In Proceedings of the 23rd International Florida Artificial Intelligence Research Society Conference, FLAIRS-23, pages 330-335, 2010. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{\n title = {Similarity measures in hierarchical behaviours from a structural point of view},\n type = {inproceedings},\n year = {2010},\n pages = {330-335},\n id = {5c17e1ec-e291-3a3e-8067-738cac7cc303},\n created = {2018-12-19T15:53:20.718Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.718Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Case-Based Reasoning (CBR) systems dealing with complex object-based case representation structures need to employ complex structured-based similarity measures. However, obtaining such similarity requires to solve problems on graphs are known to be NP-complete. In this paper, we show that, in spite of its theoretical complexity, structured-based similarity is of practical use and can be incorporated into the CBR toolbox. We analyze, in terms of quality and efficiency, three different methods for assessing similarity between graphs, which we apply in the domain of behaviour generation for a soccer simulation environment (SoccerBots). Our implementation of such methods has been incorporated into jCOLIBRI, a general framework for CBR development, and ready to be tested on other applications. Copyright © 2010, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved.},\n bibtype = {inproceedings},\n author = {Florez-Puga, G. and Diaz-Agudo, B. and Gonzalez-Calero, P.},\n booktitle = {Proceedings of the 23rd International Florida Artificial Intelligence Research Society Conference, FLAIRS-23}\n}
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\n Case-Based Reasoning (CBR) systems dealing with complex object-based case representation structures need to employ complex structured-based similarity measures. However, obtaining such similarity requires to solve problems on graphs are known to be NP-complete. In this paper, we show that, in spite of its theoretical complexity, structured-based similarity is of practical use and can be incorporated into the CBR toolbox. We analyze, in terms of quality and efficiency, three different methods for assessing similarity between graphs, which we apply in the domain of behaviour generation for a soccer simulation environment (SoccerBots). Our implementation of such methods has been incorporated into jCOLIBRI, a general framework for CBR development, and ready to be tested on other applications. Copyright © 2010, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved.\n
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\n  \n 2009\n \n \n (3)\n \n \n
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\n \n\n \n \n \n \n \n Query-enabled behavior trees.\n \n \n \n\n\n \n Flórez-Puga, G.; Gómez-Martín, M.; Gómez-Martín, P.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n IEEE Transactions on Computational Intelligence and AI in Games, 1(4): 298-308. 2009.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@article{\n title = {Query-enabled behavior trees},\n type = {article},\n year = {2009},\n keywords = {Behavior trees (BTs),Case-based reasoning (CBR),First-person shooter (FPS),Nonplayer characters (NPCs)},\n pages = {298-308},\n volume = {1},\n id = {36a1972a-fb09-32e5-ad40-8db9e46b2f85},\n created = {2018-12-19T15:53:20.878Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.878Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Artificial intelligence in games is typically used for creating player's opponents. Manual editing of intelligent behaviors for nonplayer characters (NPCs) of games is a cumbersome task that needs experienced designers. Our research aims to assist designers in this task. Behaviors typically use recurring patterns, so that experience and reuse are crucial aspects for behavior design. The use of hierarchical structures like hierarchical state machines, behavior trees (BTs), or hierarchical task networks, allows working on different abstraction levels reusing pieces from the more detailed levels. However, the static nature of the design process does not release the designer from the burden of completely specifying each behavior. Our approach applies case-based reasoning (CBR) techniques to retrieve and reuse stored behaviors represented as BTs. In this paper, we focus on dynamic retrieval and selection of behaviors taking into account the world state and the underlying goals. The global behavior of the NPC is dynamically built at runtime querying the CBR system. We exemplify our approach through a serious game, developed by our research group, with gameplay elements from first-person shooter (FPS) games.},\n bibtype = {article},\n author = {Flórez-Puga, G. and Gómez-Martín, M.A. and Gómez-Martín, P.P. and Díaz-Agudo, B. and González-Calero, P.A.},\n doi = {10.1109/TCIAIG.2009.2036369},\n journal = {IEEE Transactions on Computational Intelligence and AI in Games},\n number = {4}\n}
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\n Artificial intelligence in games is typically used for creating player's opponents. Manual editing of intelligent behaviors for nonplayer characters (NPCs) of games is a cumbersome task that needs experienced designers. Our research aims to assist designers in this task. Behaviors typically use recurring patterns, so that experience and reuse are crucial aspects for behavior design. The use of hierarchical structures like hierarchical state machines, behavior trees (BTs), or hierarchical task networks, allows working on different abstraction levels reusing pieces from the more detailed levels. However, the static nature of the design process does not release the designer from the burden of completely specifying each behavior. Our approach applies case-based reasoning (CBR) techniques to retrieve and reuse stored behaviors represented as BTs. In this paper, we focus on dynamic retrieval and selection of behaviors taking into account the world state and the underlying goals. The global behavior of the NPC is dynamically built at runtime querying the CBR system. We exemplify our approach through a serious game, developed by our research group, with gameplay elements from first-person shooter (FPS) games.\n
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\n \n\n \n \n \n \n \n Authoring Behaviour for Characters in Games Reusing Abstracted Plan Traces.\n \n \n \n\n\n \n Sanchez-Ruiz, A., A.; Llanso, D.; Antonio Gomez-Martin, M.; Gonzalez-Calero, P., A.; Ruttkay, Z.; Kipp, M.; Nijholt, A.; and Vilhjalmsson, H., H.\n\n\n \n\n\n\n Intelligent Virtual Agents, Proceedings. 2009.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Authoring Behaviour for Characters in Games Reusing Abstracted Plan Traces},\n type = {article},\n year = {2009},\n id = {cdf8ffb4-22c8-350e-8694-78c033c3ab4a},\n created = {2018-12-19T15:53:20.914Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.914Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {article},\n author = {Sanchez-Ruiz, Antonio A and Llanso, David and Antonio Gomez-Martin, Marco and Gonzalez-Calero, Pedro A and Ruttkay, Z and Kipp, M and Nijholt, A and Vilhjalmsson, H H},\n journal = {Intelligent Virtual Agents, Proceedings}\n}
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\n \n\n \n \n \n \n \n Self-validated behaviour trees through reflective components.\n \n \n \n\n\n \n Llansó, D.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In Proceedings of the 5th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2009, pages 70-75, 2009. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Self-validated behaviour trees through reflective components},\n type = {inproceedings},\n year = {2009},\n pages = {70-75},\n id = {c29338c4-5cae-3c02-b9e8-2b225bc82bf0},\n created = {2018-12-19T15:53:20.926Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.926Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Developing the AI for non-player characters in a video game is a collaborative task between programmers and designers. Most of the times, there is a tension between the freedom that designers require to include their narrative in the game and the effort required from programmers to debug faulty AI specified by good story tellers who are not programmers. In this paper is presented an architecture for building the AI of an NPC that extends the component-based approach, which represents the functionality of an entity as a collection of functionality-specific components. By associating an action in a behaviour tree with a collection of components, and equipping those components with some reflection capabilities, we are able to identify faulty behaviour trees at design time.© 2009, Association for the Advancement of Artificial.},\n bibtype = {inproceedings},\n author = {Llansó, D. and Gómez-Martín, M.A. and González-Calero, P.A.},\n booktitle = {Proceedings of the 5th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2009}\n}
\n
\n\n\n
\n Developing the AI for non-player characters in a video game is a collaborative task between programmers and designers. Most of the times, there is a tension between the freedom that designers require to include their narrative in the game and the effort required from programmers to debug faulty AI specified by good story tellers who are not programmers. In this paper is presented an architecture for building the AI of an NPC that extends the component-based approach, which represents the functionality of an entity as a collection of functionality-specific components. By associating an action in a behaviour tree with a collection of components, and equipping those components with some reflection capabilities, we are able to identify faulty behaviour trees at design time.© 2009, Association for the Advancement of Artificial.\n
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\n  \n 2008\n \n \n (2)\n \n \n
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\n \n\n \n \n \n \n \n Dynamic expansion of behaviour trees.\n \n \n \n\n\n \n Fĺorez-Puga, G.; Ǵomez-Mart́in, M.; D́iaz-Agudo, B.; and Gonźalez-Calero, P.\n\n\n \n\n\n\n In Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2008, pages 36-41, 2008. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Dynamic expansion of behaviour trees},\n type = {inproceedings},\n year = {2008},\n pages = {36-41},\n id = {7c44ca26-323e-3725-9514-8ce9b1ef4e2b},\n created = {2018-12-19T15:53:20.817Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:20.817Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Artificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cumbersome task that needs experienced designers. Our research aims to assist designers in this task. Behaviours typically use recurring patterns, so that experience and reuse are crucial aspects for behavior design. The use of hierarchical state machines allows working on different abstraction levels, sharing transitions and reusing pieces from the more detailed levels. However, the static nature of the design process does not release the designer from the burden to completely specify each behaviour. Our approach applies Case-Based Reasoning (CBR) techniques to retrieve and reuse stored behaviors represented as hierarchical state machines (actually, behaviour trees). In this paper we focus on dynamic retrieval of behaviours taking into account the world state and the underlying goals to select the most appropriate state machine to guide the NPC behaviour. The global behaviour of the NPC is dynamically built in run time querying the CBR system. We exemplify our approach through a serious game, developed by our research group, with gameplay elements from First-Person Shooter (FPS) games. Copyright © 2008, Association for the Advancement of Artificial Intelligence.},\n bibtype = {inproceedings},\n author = {Fĺorez-Puga, G. and Ǵomez-Mart́in, M. and D́iaz-Agudo, B. and Gonźalez-Calero, P.A.},\n booktitle = {Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2008}\n}
\n
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\n Artificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cumbersome task that needs experienced designers. Our research aims to assist designers in this task. Behaviours typically use recurring patterns, so that experience and reuse are crucial aspects for behavior design. The use of hierarchical state machines allows working on different abstraction levels, sharing transitions and reusing pieces from the more detailed levels. However, the static nature of the design process does not release the designer from the burden to completely specify each behaviour. Our approach applies Case-Based Reasoning (CBR) techniques to retrieve and reuse stored behaviors represented as hierarchical state machines (actually, behaviour trees). In this paper we focus on dynamic retrieval of behaviours taking into account the world state and the underlying goals to select the most appropriate state machine to guide the NPC behaviour. The global behaviour of the NPC is dynamically built in run time querying the CBR system. We exemplify our approach through a serious game, developed by our research group, with gameplay elements from First-Person Shooter (FPS) games. Copyright © 2008, Association for the Advancement of Artificial Intelligence.\n
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\n \n\n \n \n \n \n \n Experience-based design of behaviors in videogames.\n \n \n \n\n\n \n Flórez Puga, G.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n Volume 5239 LNAI 2008.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Experience-based design of behaviors in videogames},\n type = {book},\n year = {2008},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {180-194},\n volume = {5239 LNAI},\n id = {508662ed-6dbe-3777-ad4c-703aca595928},\n created = {2018-12-19T15:53:21.006Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {e7b2acd2-0a56-31de-a28d-2f83f0d66ab8},\n last_modified = {2018-12-19T15:53:21.006Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Artificial intelligence in games is usually used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPC) of games is a cumbersome task that needs experienced designers. Amongst other activities, they design new behaviors in terms of perception and actuation over the environment. Behaviors typically use recurring patterns, so that experience and reuse are crucial aspects for behavior design. In this paper we present a behavior editor (eCo) using Case Based Reasoning to retrieve and reuse stored behaviors represented as hierarchical state machines. In this paper we focus on the application of different types of similarity assessment to retrieve the best behavior to reuse. eCo is configurable for different domains. We present our experience within a soccer simulation environment (SoccerBots) to design the behaviors of the automatic soccer players. © Springer-Verlag Berlin Heidelberg 2008.},\n bibtype = {book},\n author = {Flórez Puga, G. and Díaz-Agudo, B. and González-Calero, P.},\n doi = {10.1007/978-3-540-85502-6_12}\n}
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\n Artificial intelligence in games is usually used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPC) of games is a cumbersome task that needs experienced designers. Amongst other activities, they design new behaviors in terms of perception and actuation over the environment. Behaviors typically use recurring patterns, so that experience and reuse are crucial aspects for behavior design. In this paper we present a behavior editor (eCo) using Case Based Reasoning to retrieve and reuse stored behaviors represented as hierarchical state machines. In this paper we focus on the application of different types of similarity assessment to retrieve the best behavior to reuse. eCo is configurable for different domains. We present our experience within a soccer simulation environment (SoccerBots) to design the behaviors of the automatic soccer players. © Springer-Verlag Berlin Heidelberg 2008.\n
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