Abstract:
Games have used different mechanisms along its history to provide agent behavior: FSMs, utility systems, behavior trees and planning methods. In this paper, we present an architecture that aims at incorporating all these approaches into trees of event handling nodes with behaviours as leaves, using rules for combining actions akin to utility systems. This formalism aims to develop hybrid systems in an easier way.
DOI:
10.1609/aiide.v13i2.12964