EvolvingBehavior: Towards Co-Creative Evolution of Behavior Trees for Game NPCs
Nathan Partlan, Luis Soto, Jim Howe, Sarthak Shrivastava, Magy Seif, El-Nasr, Stacy Marsella

TL;DR
EvolvingBehavior is a new tool that uses genetic programming to automatically evolve behavior trees for game NPCs within Unreal Engine 4, aiming to assist developers in creating more goal-oriented AI behaviors.
Contribution
The paper introduces EvolvingBehavior, a novel co-creative tool for evolving behavior trees, demonstrating its ability to produce NPC behaviors comparable to designer-crafted trees.
Findings
EvolvingBehavior can generate behavior trees approaching designer goals.
Evolved behaviors outperform random trees in a 3D survival game.
Discussion on future directions for co-creative AI design tools.
Abstract
To assist game developers in crafting game NPCs, we present EvolvingBehavior, a novel tool for genetic programming to evolve behavior trees in Unreal Engine 4. In an initial evaluation, we compare evolved behavior to hand-crafted trees designed by our researchers, and to randomly-grown trees, in a 3D survival game. We find that EvolvingBehavior is capable of producing behavior approaching the designer's goals in this context. Finally, we discuss implications and future avenues of exploration for co-creative game AI design tools, as well as challenges and difficulties in behavior tree evolution.
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsArtificial Intelligence in Games · Digital Games and Media · Evolutionary Algorithms and Applications
