TY - GEN
T1 - The Curation Tree
T2 - 19th International Conference on the Foundations of Digital Games, FDG 2024
AU - Normoyle, Aline
AU - Jörg, Sophie
AU - Hill, Jennifer
N1 - Publisher Copyright:
© 2024 ACM.
PY - 2024/5/21
Y1 - 2024/5/21
N2 - In this work, we describe the Curation Tree framework that has matured as part of our game-based research and teaching. We use this framework to manage the top-level experience of our players via a text-based, authorable behavior tree system that is easy to implement, test, and re-use. We present three case studies based on Unity games built within our framework: the first involves virtual reality games involving grasping objects with the hands; the second, Treatment X, uses the framework to implement a causal learning game; and the last involves narrative games based on a large language model. Based on our experiences with this system, we reflect on its limitations and make several recommendations based on its strengths, namely to centralize game logic with behaviors, to centralize user event handling, to prefer simple behaviors over complex ones, to use text-based scripts for authoring with version control, and to separate behaviors from persistent state.
AB - In this work, we describe the Curation Tree framework that has matured as part of our game-based research and teaching. We use this framework to manage the top-level experience of our players via a text-based, authorable behavior tree system that is easy to implement, test, and re-use. We present three case studies based on Unity games built within our framework: the first involves virtual reality games involving grasping objects with the hands; the second, Treatment X, uses the framework to implement a causal learning game; and the last involves narrative games based on a large language model. Based on our experiences with this system, we reflect on its limitations and make several recommendations based on its strengths, namely to centralize game logic with behaviors, to centralize user event handling, to prefer simple behaviors over complex ones, to use text-based scripts for authoring with version control, and to separate behaviors from persistent state.
KW - behavior trees
KW - software engineering
KW - video game development
UR - http://www.scopus.com/inward/record.url?scp=85199107666&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85199107666&partnerID=8YFLogxK
U2 - 10.1145/3649921.3659840
DO - 10.1145/3649921.3659840
M3 - Conference contribution
AN - SCOPUS:85199107666
T3 - ACM International Conference Proceeding Series
BT - Proceedings of the 19th International Conference on the Foundations of Digital Games, FDG 2024
A2 - Smith, Gillian
A2 - Whitehead, Jim
A2 - Samuel, Ben
A2 - Spiel, Katta
A2 - van Rozen, Riemer
PB - Association for Computing Machinery
Y2 - 21 May 2024 through 24 May 2024
ER -