Abstract:
Current behavior authoring tools force game designers to split their attention between the game context and the tool context. We have addressed this problem by developing a behavior authoring tool that merges these two contexts. This paper outlines the design and implementation of a gameindependent behavior tree authoring tool, called AIPaint, that allows a designer to create and edit behavior trees via a natural sketching interface overlaid on the game world. We demonstrate the use of AIPaint to author computercontrolled characters in two simple games and report on an observational evaluation.
DOI:
10.1609/aiide.v7i1.12423