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Rol Yapma Oyunlarında (RYO) Sanal Karakter Davranışlarını Yönlendirmede Davranış Ağaçlarının (DA) Rolünün ve Etkisinin Analizi

Year 2023, Volume: 7 Issue: 2, 95 - 112, 30.12.2023
https://doi.org/10.33461/uybisbbd.1340190

Abstract

Rol yapma oyunları (RYO), bir bilgisayar oyununda sanal bir karakterin kontrol edilmesine dayanan bir oyun türüdür. Günümüzün dinamik oyun dünyasında, oyuncuların karakterlerin gelişimini şekillendirmesi, hikâyenin seyrini etkilemesi ve oyun evrenindeki kararları belirlemesi gibi unsurlar, RYO türünün temel özelliklerini oluşturur. Davranış ağacı (DA), bilgisayar oyunları gibi uygulamalarda karakterlerin veya nesnelerin davranışlarını yönlendirmek için kullanılan hiyerarşik ve yapılandırılmış bir programlama modelidir. Bu çalışmada, Sanal Gerçeklik (SG) ortamında RYO türünde DA'ların kullanımının sanal karakter gelişimindeki, hikâye ilerlemesindeki ve oyuncu kararlarının yönlendirilmesindeki rolünün ve etkisinin analiz edilmesi amaçlanmıştır. Çalışmanın temel motivasyonu, DA’ların RYO oyunlarında kullanımının, oyuncu deneyimini dinamik olarak şekillendirerek zenginleştireceği oluşturmaktadır. Bu motivasyon DA modelinin diğer oyun türlerinde olduğu gibi RYO türünde de oyuncuların karakterlerin davranışlarını etkileyerek daha kişisel bir deneyim yaşamalarını ve oyun deneyimini artırmalarını sağlayabileceğine dayanmaktadır. Bu bağlamda çalışmamızda UNITY 3D ortamında geliştirilen bir RYO oyunu üzerinde (VR-RPG-GAME) gerçekleştirilen deneylerle test edilmiş ve deneylerden elde edilen veriler analiz edilmiştir. Söz konusu deneylerde, oyuncuların karakterlerin karar verme yetenekleri, hikâye ilerlemesi, düşman etkileşimi ve karakter gelişimi üzerindeki etkilerinin analiz edilmesi amaçlanmıştır. Çalışmada DA'ların RYO oyun deneyimi üzerindeki gerçek etkisini anlamak için sistematik bir yaklaşım benimsenmiştir. VR-RPG-GAME’in geliştirilmesinde C# programlama dili, DA kütüphaneleri ve eklentileri, SG teknolojisi, UNITY Asset Store ve grafik tasarım araçları kullanılmıştır. Bu çalışmanın özellikle RYO türünün kullanıcılar tarafından DA tabanlı olarak geliştirilmesi açısından bilgisayar oyun teknolojisi çalışma alanına katkı sağlayacağı değerlendirilmektedir.

References

  • Akpınar, İ. (2021). Ergenlerde oyun bağımlılığı ile psikolojik sağlamlık ve heyecan arayışı arasındaki ilişki (Master's thesis, İstanbul Sabahattin Zaim Üniversitesi).
  • Arenas, D. L., Viduani, A., & Araujo, R. B. (2022). Therapeutic use of role-playing game (RPG) in mental health: A scoping review. Simulation & Gaming, 53(3), 285-311. https://doi.org/10.1177/1046878121990087.
  • Avzal, A., Özdemir, D., & Erarslan, K. (2022). Aizanoi Antik Kentinin Artırılmış ve Sanal Gerçeklik Teknolojileri Kullanılarak Turistik Amaçlı Tanıtım Uygulamala Örneklerinin Tasarımı. Eskişehir Türk Dünyası Uygulama ve Araştırma Merkezi Bilişim Dergisi, 3(2), 66-73.
  • Bakan, U., & Bakan, U. (2019). Gender and Racial Stereotypes of Video Game Characters in (MMO) RPGs. Türkiye İletişim Araştırmaları Dergisi, (34), 100-114.
  • Barton, M., & Stacks, S. (2019). Dungeons and desktops: The history of computer role-playing games 2e. CRC Press.
  • Boysen, M. S. W., Lund, O., Jørnø, R. L., & Skovbjerg, H. M. (2023). The role of expertise in playful learning activities: A design-based self-study within teacher education aimed at the development of tabletop role-playing games. Teaching and Teacher Education, 128, 104128. https://doi.org/10.1016/j.tate.2023.104128.
  • Champandard, A. (2007, December). Behavior trees for next-gen game AI. In Game developers conference, audio lecture.
  • Champandard, A. J., Dawe, M., & Hernandez-Cerpa, D. (2010, March). Behavior trees: Three ways of cultivating game AI. In Game Developers Conference, AI Summit.
  • Colvin, R., & Hayes, I. J. (2007). A Semantics for Behavior Trees. ARC Centre for Complex Systems. tech. report ACCS-TR-07-01. https://doi.org/10.13140/2.1.4590.7041.
  • Edwards, P., Sharma-Wallace, L., Wreford, A., Holt, L., Cradock-Henry, N. A., Flood, S., & Velarde, S. J. (2019). Tools for adaptive governance for complex social-ecological systems: a review of role-playing-games as serious games at the community-policy interface. Environmental Research Letters, 14(11), 113002. https://doi.org/10.1088/1748-9326/ab4efc.
  • Fuchs, P., Moreau, G., & Guitton, P. (Eds.). (2011). Virtual reality: concepts and technologies. CRC Press.
  • Hitchens, M., & Drachen, A. (2008). The many faces of role-playing games. International journal of role-playing, (1), 3-21.
  • İçten, T., & Güngör, B. (2021). Askerî alanda artırılmış ve sanal gerçeklik araçlar: sistemler, zorluklar ve çözümler. Savunma Bilimleri Dergisi, 2(40), 169-199.
  • Iovino, M., Scukins, E., Styrud, J., Ögren, P., & Smith, C. (2022). A survey of behavior trees in robotics and ai. Robotics and Autonomous Systems, 154, 104096.
  • Ji, L. X., & Ma, J. H. (2014). Research on the behavior of intelligent role in computer games based on behavior tree. Applied Mechanics and Materials, 509, 165-169.
  • Kayabaşı, Y. (2002). Sanal gerçeklik ve eğitim amaçlı kullanılması. Turkish Online, 151.
  • Khor, W. S., Baker, B., Amin, K., Chan, A., Patel, K., & Wong, J. (2016). Augmented and virtual reality in surgery—the digital surgical environment: applications, limitations and legal pitfalls. Annals of translational medicine, 4(23). https://doi.org/10.21037/atm.2016.12.69.
  • Lim, C. U., Baumgarten, R., & Colton, S. (2010). Evolving behaviour trees for the commercial game DEFCON. In Applications of Evolutionary Computation: EvoApplicatons 2010: EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC, Istanbul, Turkey, April 7-9, 2010, Proceedings, Part I (pp. 100-110). Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-642-12239-2_10.
  • Marcotte, R., & Hamilton, H. J. (2017). Behavior trees for modelling artificial intelligence in games: A tutorial. The Computer Games Journal, 6, 171-184.
  • McHugh, L. (2007). Three approaches to behavior tree AI. In Game Developers Conference, Proceedings.
  • Nicolau, M., Perez-Liebana, D., O’Neill, M., & Brabazon, A. (2016). Evolutionary behavior tree approaches for navigating platform games. IEEE Transactions on Computational Intelligence and AI in Games, 9(3), 227-238. https://doi.org/10.1109/TCIAIG.2016.2526251.
  • Ogren, P. (2012, August). Increasing modularity of UAV control systems using computer game behavior trees. In Aiaa guidance, navigation, and control conference (p. 4458).
  • Özdemir, D., & Özturk, F. (2022). The investigation of Mobile virtual reality application instructional content in geography education: academic achievement, presence, and student interaction. International Journal of Human–Computer Interaction, 38(16), 1487-1503.
  • Perez, D., Nicolau, M., O’Neill, M., & Brabazon, A. (2011, April). Evolving behaviour trees for the mario ai competition using grammatical evolution. In European Conference on the Applications of Evolutionary Computation (pp. 123-132). Berlin, Heidelberg: Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-642-20520-0_13.
  • Sagredo-Olivenza, I., Gómez-Martín, P. P., Gómez-Martín, M. A., & González-Calero, P. A. (2017). Trained behavior trees: Programming by demonstration to support ai game designers. IEEE Transactions on Games, 11(1), 5-14.
  • Sekhavat, Y. A. (2017). Behavior trees for computer games. International Journal on Artificial Intelligence Tools, 26(02), 1730001.
  • Sherman, W. R., & Craig, A. B. (2018). Understanding virtual reality: Interface, application, and design. Morgan Kaufmann.
  • Winn, W., & Bricken, W. (1992). Designing virtual worlds for use in mathematics education: The example of experiential algebra. Educational Technology, 32(12), 12-19.
  • Winardy, G. C. B., & Septiana, E. (2023). Role, play, and games: Comparison between role-playing games and role-play in education. Social Sciences & Humanities Open, 8(1), 100527. https://doi.org/10.1016/j.ssaho.2023.100527.

Analysis of the Role and Effect of Behavior Trees (DA) in Driving Virtual Character Behaviors in Role-Playing Games (RPG)

Year 2023, Volume: 7 Issue: 2, 95 - 112, 30.12.2023
https://doi.org/10.33461/uybisbbd.1340190

Abstract

Role-playing games (RPG) are a type of game based on controlling a virtual character in a computer game. In today's dynamic game world, elements such as the players shaping the development of the characters, influencing the course of the story and determining the decisions in the game universe constitute the main features of the RPG genre. Behavior tree (DA) is a hierarchical and structured programming model used to guide the behavior of characters or objects in applications such as computer games. In this study, it is aimed to analyze the role and effect of the use of DAs in the RPG genre in the Virtual Reality (VR) environment in the development of virtual characters, story progression and directing player decisions. The main motivation of the study is that the use of DAs in RPG games will enrich the player experience by dynamically shaping it. This motivation is based on the fact that the DA model can provide a more personal experience and increase the game experience by influencing the behavior of the characters in the RPG genre, as in other game genres. In this context, in our study, a RPG game (VR-RPG-GAME) developed in the UNITY 3D environment has been tested with experiments and comprehensive game data made within the scope of the results obtained from the experiments have been analyzed. In these experiments, it was aimed to analyze the effects of the players on the decision-making abilities of the characters, story progression, enemy interaction and character development. A systematic approach was adopted in the study to understand the true impact of DAs on the RPG gaming experience. C# programming language, DA libraries and plugins, SG technology, UNITY Asset Store and graphic design tools were used in the development of VR-RPG-GAME. It is considered that this study will contribute to the field of computer game technology, especially in terms of the development of RPG by users as DA-based.

References

  • Akpınar, İ. (2021). Ergenlerde oyun bağımlılığı ile psikolojik sağlamlık ve heyecan arayışı arasındaki ilişki (Master's thesis, İstanbul Sabahattin Zaim Üniversitesi).
  • Arenas, D. L., Viduani, A., & Araujo, R. B. (2022). Therapeutic use of role-playing game (RPG) in mental health: A scoping review. Simulation & Gaming, 53(3), 285-311. https://doi.org/10.1177/1046878121990087.
  • Avzal, A., Özdemir, D., & Erarslan, K. (2022). Aizanoi Antik Kentinin Artırılmış ve Sanal Gerçeklik Teknolojileri Kullanılarak Turistik Amaçlı Tanıtım Uygulamala Örneklerinin Tasarımı. Eskişehir Türk Dünyası Uygulama ve Araştırma Merkezi Bilişim Dergisi, 3(2), 66-73.
  • Bakan, U., & Bakan, U. (2019). Gender and Racial Stereotypes of Video Game Characters in (MMO) RPGs. Türkiye İletişim Araştırmaları Dergisi, (34), 100-114.
  • Barton, M., & Stacks, S. (2019). Dungeons and desktops: The history of computer role-playing games 2e. CRC Press.
  • Boysen, M. S. W., Lund, O., Jørnø, R. L., & Skovbjerg, H. M. (2023). The role of expertise in playful learning activities: A design-based self-study within teacher education aimed at the development of tabletop role-playing games. Teaching and Teacher Education, 128, 104128. https://doi.org/10.1016/j.tate.2023.104128.
  • Champandard, A. (2007, December). Behavior trees for next-gen game AI. In Game developers conference, audio lecture.
  • Champandard, A. J., Dawe, M., & Hernandez-Cerpa, D. (2010, March). Behavior trees: Three ways of cultivating game AI. In Game Developers Conference, AI Summit.
  • Colvin, R., & Hayes, I. J. (2007). A Semantics for Behavior Trees. ARC Centre for Complex Systems. tech. report ACCS-TR-07-01. https://doi.org/10.13140/2.1.4590.7041.
  • Edwards, P., Sharma-Wallace, L., Wreford, A., Holt, L., Cradock-Henry, N. A., Flood, S., & Velarde, S. J. (2019). Tools for adaptive governance for complex social-ecological systems: a review of role-playing-games as serious games at the community-policy interface. Environmental Research Letters, 14(11), 113002. https://doi.org/10.1088/1748-9326/ab4efc.
  • Fuchs, P., Moreau, G., & Guitton, P. (Eds.). (2011). Virtual reality: concepts and technologies. CRC Press.
  • Hitchens, M., & Drachen, A. (2008). The many faces of role-playing games. International journal of role-playing, (1), 3-21.
  • İçten, T., & Güngör, B. (2021). Askerî alanda artırılmış ve sanal gerçeklik araçlar: sistemler, zorluklar ve çözümler. Savunma Bilimleri Dergisi, 2(40), 169-199.
  • Iovino, M., Scukins, E., Styrud, J., Ögren, P., & Smith, C. (2022). A survey of behavior trees in robotics and ai. Robotics and Autonomous Systems, 154, 104096.
  • Ji, L. X., & Ma, J. H. (2014). Research on the behavior of intelligent role in computer games based on behavior tree. Applied Mechanics and Materials, 509, 165-169.
  • Kayabaşı, Y. (2002). Sanal gerçeklik ve eğitim amaçlı kullanılması. Turkish Online, 151.
  • Khor, W. S., Baker, B., Amin, K., Chan, A., Patel, K., & Wong, J. (2016). Augmented and virtual reality in surgery—the digital surgical environment: applications, limitations and legal pitfalls. Annals of translational medicine, 4(23). https://doi.org/10.21037/atm.2016.12.69.
  • Lim, C. U., Baumgarten, R., & Colton, S. (2010). Evolving behaviour trees for the commercial game DEFCON. In Applications of Evolutionary Computation: EvoApplicatons 2010: EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC, Istanbul, Turkey, April 7-9, 2010, Proceedings, Part I (pp. 100-110). Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-642-12239-2_10.
  • Marcotte, R., & Hamilton, H. J. (2017). Behavior trees for modelling artificial intelligence in games: A tutorial. The Computer Games Journal, 6, 171-184.
  • McHugh, L. (2007). Three approaches to behavior tree AI. In Game Developers Conference, Proceedings.
  • Nicolau, M., Perez-Liebana, D., O’Neill, M., & Brabazon, A. (2016). Evolutionary behavior tree approaches for navigating platform games. IEEE Transactions on Computational Intelligence and AI in Games, 9(3), 227-238. https://doi.org/10.1109/TCIAIG.2016.2526251.
  • Ogren, P. (2012, August). Increasing modularity of UAV control systems using computer game behavior trees. In Aiaa guidance, navigation, and control conference (p. 4458).
  • Özdemir, D., & Özturk, F. (2022). The investigation of Mobile virtual reality application instructional content in geography education: academic achievement, presence, and student interaction. International Journal of Human–Computer Interaction, 38(16), 1487-1503.
  • Perez, D., Nicolau, M., O’Neill, M., & Brabazon, A. (2011, April). Evolving behaviour trees for the mario ai competition using grammatical evolution. In European Conference on the Applications of Evolutionary Computation (pp. 123-132). Berlin, Heidelberg: Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-642-20520-0_13.
  • Sagredo-Olivenza, I., Gómez-Martín, P. P., Gómez-Martín, M. A., & González-Calero, P. A. (2017). Trained behavior trees: Programming by demonstration to support ai game designers. IEEE Transactions on Games, 11(1), 5-14.
  • Sekhavat, Y. A. (2017). Behavior trees for computer games. International Journal on Artificial Intelligence Tools, 26(02), 1730001.
  • Sherman, W. R., & Craig, A. B. (2018). Understanding virtual reality: Interface, application, and design. Morgan Kaufmann.
  • Winn, W., & Bricken, W. (1992). Designing virtual worlds for use in mathematics education: The example of experiential algebra. Educational Technology, 32(12), 12-19.
  • Winardy, G. C. B., & Septiana, E. (2023). Role, play, and games: Comparison between role-playing games and role-play in education. Social Sciences & Humanities Open, 8(1), 100527. https://doi.org/10.1016/j.ssaho.2023.100527.
There are 29 citations in total.

Details

Primary Language Turkish
Subjects Computer Software
Journal Section Research Paper
Authors

Ebru Özbek 0009-0003-3196-6318

Hakan Aydın 0000-0002-0122-8512

Yüksel Bal 0000-0003-1816-8162

Zafer Güney 0000-0003-1974-4264

Early Pub Date October 31, 2023
Publication Date December 30, 2023
Published in Issue Year 2023 Volume: 7 Issue: 2

Cite

APA Özbek, E., Aydın, H., Bal, Y., Güney, Z. (2023). Rol Yapma Oyunlarında (RYO) Sanal Karakter Davranışlarını Yönlendirmede Davranış Ağaçlarının (DA) Rolünün ve Etkisinin Analizi. International Journal of Management Information Systems and Computer Science, 7(2), 95-112. https://doi.org/10.33461/uybisbbd.1340190