An event-driven behavior trees extension to facilitate non-player multi-agent coordination in video games.
Ramiro A. AgisSebastian GottifrediAlejandro Javier GarcíaPublished in: Expert Syst. Appl. (2020)
Keyphrases
- event driven
- video games
- game play
- multi agent coordination
- educational games
- learning experience
- computer games
- playing games
- multi agent
- game players
- game design
- game playing
- publish subscribe
- information delivery
- markup language
- multiple agents
- role playing game
- commercial games
- game mechanics
- educational video games
- real time
- single agent
- serious games
- decision trees
- game development
- learning tools
- user experience
- np hard
- reinforcement learning
- learning algorithm