Jim Howe

2papers

2 Papers

NESep 1, 2022
EvolvingBehavior: Towards Co-Creative Evolution of Behavior Trees for Game NPCs

Nathan Partlan, Luis Soto, Jim Howe et al.

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.

HCJul 29, 2021
Design-Driven Requirements for Computationally Co-Creative Game AI Design Tools

Nathan Partlan, Erica Kleinman, Jim Howe et al.

Game AI designers must manage complex interactions between the AI character, the game world, and the player, while achieving their design visions. Computational co-creativity tools can aid them, but first, AI and HCI researchers must gather requirements and determine design heuristics to build effective co-creative tools. In this work, we present a participatory design study that categorizes and analyzes game AI designers' workflows, goals, and expectations for such tools. We evince deep connections between game AI design and the design of co-creative tools, and present implications for future co-creativity tool research and development.