SMU Guildhall Graduate Catalog — 2023 C31 CATALOG | Page 98

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Changzun Li
Software Development
Game AI Behavior Tree System and Editor
The primary objective of my thesis was to develop an intuitive , user-friendly game AI ( Artificial Intelligence ) behavior tree system and editor that would enable designers and developers to create , visualize , and modify complex AI behaviors for video game characters . The project was inspired by the growing demand for sophisticated AI in the gaming industry , as well as the need for efficient tools to streamline the development process .
This tool was designed to have a similar experience with behavior tree editors in popular commercial game engines , such as Unreal and Unity , to provide a consistent workflow for game developers .
the editor ’ s user experience . Through the project , I acquired a deep understanding of behavior trees and their applications in AI programming for games . I familiarized myself with the common parts of game AI systems , including pathfinding , decision making , and state management . Additionally , I gained knowledge of nodebased editors and UI ( User Interface ) design and how to create an optimal user experience .
Overall , the development of this game AI behavior tree system editor has greatly expanded my knowledge in game AI programming and equipped me with the skills necessary to contribute effectively to the video game industry .
The thesis took approximately 320 hours to complete , including the design and implementation of the game AI behavior tree system editor and the improvement of
98 SOFTWARE DEVELOPMENT