Mimicking Playstyle by Adapting Parameterized Behavior Trees in RTS Games
Andrzej Kozik, Tomasz Machalewski, Mariusz Marek, Adrian Ochmann

TL;DR
This paper introduces a semi-automatic method to adapt behavior trees in RTS games, enabling NPCs to mimic human playstyles by optimizing tree structures using hybrid metaheuristics.
Contribution
It presents a novel hybrid optimization approach for tuning behavior trees to replicate human gameplay, addressing complexity issues in handcrafted AI.
Findings
Effective in mimicking human playstyles in RTS games
Validated through experiments in a prototype game
Shows potential for commercial game integration
Abstract
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…
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Taxonomy
TopicsArtificial Intelligence in Games · Reinforcement Learning in Robotics · Metaheuristic Optimization Algorithms Research
