Sastrawan, Putu Adi (2025) HYBRID BEHAVIOR TREE AND FINITE STATE MACHINE IMPLEMENTATION FOR HUNTER NPC IN JALAK BALI SURVIVE GAME. Undergraduate thesis, Universitas Pendidikan Ganesha.
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Abstract
Artificial Intelligence (AI) plays an essential role in controlling Non-Player Character (NPC) behavior in video games. In this research, a Hybrid FSM-Behavior Tree (Hybrid FSM-BT) technique is proposed to improve maintainability, modularity, and scalability in AI behavior control. To evaluate the effectiveness of the proposed approach, comparisons were conducted against two common AI control techniques: Standalone Behavior Tree (BT) and Finite State Machine (FSM). The Hybrid FSM- BT and comparison methods were implemented within the game project Jalak Survive, where an NPC hunter performs various actions such as patrolling, setting traps, hunting, and capturing birds. Maintainability and code complexity were measured using Microsoft Visual Studio's Code Metrics, including Maintainability Index, Cyclomatic Complexity, Class Coupling, and Lines of Code. Functional correctness was validated using Black Box and White Box testing. Additionally, user experience was assessed through the Game Experience Questionnaire (GEQ).The analysis showed that the Hybrid FSM-BT achieved a higher Maintainability Index (66) compared to Standalone BT (46), though FSM achieved the highest score (79). However, FSM also demonstrated significantly higher Cyclomatic Complexity, indicating greater challenges in testing and debugging as system complexity increases. The Hybrid FSM-BT, through its combination of state-based organization and modular behavior trees, provided a more balanced solution that supports easier debugging, better scalability, and future feature expansion. The user experience evaluation also indicated that players generally enjoyed the game, reporting high competence and enjoyment, and low frustration levels. In conclusion, the Hybrid FSM-BT technique offers significant advantages for AI systems expected to grow in complexity, providing a scalable, modular, and maintainable structure, while maintaining functional correctness and positive player experience.
Item Type: | Thesis (Undergraduate) |
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Uncontrolled Keywords: | Finite State Machine, Behavior Tree, NPC, Game Development, Video Game. |
Subjects: | T Technology > T Technology (General) |
Divisions: | Fakultas Teknik dan Kejuruan > Jurusan Teknik Informatika > Program Studi Ilmu Komputer (S1) |
Depositing User: | Putu Adi Sastrawan |
Date Deposited: | 25 Jul 2025 07:34 |
Last Modified: | 25 Jul 2025 07:34 |
URI: | http://repo.undiksha.ac.id/id/eprint/26049 |
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