Back to results

Faculty of Graduate Studies and Research, University of Regina

Modelling Artificial Intelligence in Games Using MindSet Behavior Trees

Abstract

dc:description.abstract

Behavior trees are a popular way of structuring artificial intelligence in games and other virtual reality applications. A behavior tree is a model of plan execution and is graphically represented as a tree. Nodes in a behavior tree either encapsulate actions to be performed or act as control flow components that direct traversal over the tree. The popularity of behavior trees stems from their maintainability, scalability, reusability, and extensibility. However, constructing behavior trees only using a programming language is difficult because the behavior tree cannot be easily visualized. We introduce MindSet, a new architecture for constructing behavior trees. Accompanying the MindSet architecture is the MindSet Editor software and its corresponding MindSet application programming interface (API). MindSet Editor is designed for creating and modifying behavior trees using a graphical interface. The MindSet API is for marking code that can be imported into MindSet Editor. Using the API, users can define AI methods and their own custom behavior tree extensions. We demonstrate MindSet’s usage for modelling the behavior of game entities controlled by AI in three simple game applications. With MindSet, programmers can develop AI code quickly and efficiently for any system requiring behavior control. We also show how utility-based prioritization behaviors can be incorporated into the base behavior tree architecture to build more dynamic behaviors.

Degree

thesis:*
Name thesis:degree_name
Master of Science (MSc)
Level thesis:degree_level
Master's
Discipline thesis:degree_discipline
Computer Science
Grantor dc:publisher
Faculty of Graduate Studies and Research, University of Regina
Year dc:date.issued
2017

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Marcotte, Ryan Keith
Advisor dc:contributor.advisor
  • Hamilton, Howard J.
Committee members dc:contributor.committeemember
  • Mouhoub, Malek
  • Yang, Xue Dong
  • Dale, Janis

Rights

Language dc:language.iso
en

Identifiers

dc:identifier.*
OAI identifier oai:identifier
oai:uregina.scholaris.ca:10294/7884

Chain of custody

source
Harvested from
University of Regina
Base URL
uregina.scholaris.ca/server/oai/request
Last updated
2026-07-24
Source record
OAI-PMH GetRecord
related terms
citation

Marcotte, Ryan Keith. Modelling Artificial Intelligence in Games Using MindSet Behavior Trees. Master's thesis, Faculty of Graduate Studies and Research, University of Regina, 2017. https://hdl.handle.net/10294/7884