Document Type
Conference Paper
Rights
Available under a Creative Commons Attribution Non-Commercial Share Alike 4.0 International Licence
Disciplines
1.2 COMPUTER AND INFORMATION SCIENCE
Abstract
Utility-based control (UBC) hasn’t been widely adopted for commercial game AI. Some of the reasons for this are that UBC is perceived to be: (1) resource intensive, (2) difficult to design complex behaviours with, and (3) difficult to scale for use in complex environments. This paper investigates these perceptions to see if UBC is suitable for controlling the behaviour of non-player characters in commercial games. The investigation compares agents using a UBC system against two control systems that are more frequently used in commercial games: finite state machines (FSMs), considered a simple control system, and goal-oriented action planning (GOAP), considered a complex control system. We present a case study which suggests that: (1) UBC is more resource intensive than FSMs and less than GOAP; (2) it was reasonably simple to create complex behaviours with UBC; (3) UBC didn’t scale as well as FSMs or GOAP for use in complex environments.
DOI
https://doi.org/10.1145/2071423.2071430
Recommended Citation
Sloan, C., Kelleher, J. & Mac Namee, B. (2011) Feasibility Study of Utility-Directed Behaviour for Computer Game Agents. Proceedings of the 8th International Conference on Advances in Computer Entertainment, Lisbon, Portugal ,08-11, November. doi:10.1145/2071423.2071430
Publication Details
Proceedings of the 8th International Conference on Advances in Computer Entertainment.
Lisbon, Portugal — November 08 - 11, 2011