Planning for Non-player Characters Using HTN and Visual Perception

I. Mahmoud, D. Wloka
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引用次数: 1

Abstract

Serious games are designed and built for an educational primary purpose other than pure entertainment. While team planning and cooperation is essential for the success of the goal of the game, it also plays an essential role in enhancing the believability of the game. Our serious game is in the domain of emergency management, fire fighters in accidents situations. Two contributions are presented in this paper, firstly, enhanced visual perception system that mimic center of attention in humans eye for each NPC along with a short-term memory (working memory) so that NPCs will have access to only limited information and have to build their plans and make their decisions based on what they can perceive from their surrounding environment. Secondly, a distributed HTN planning approach is implemented based on SHOP for the domain of our serious game. Five modules were developed in this part, Controller, World Model, Domain, Interface and HTN Planner. There is two level of planning, team level plans and individual level plans. Plans are generated online based on the information gathered from the visual perception system and stored in the working memory. Our experiment shows The effectiveness of the proposed approach to generate plans.
使用HTN和视觉感知来规划非玩家角色
严肃游戏的设计和制作主要是为了教育,而不是纯粹的娱乐。团队规划与合作对于游戏目标的实现至关重要,同时对于提高游戏的可信度也起着至关重要的作用。我们的严肃游戏是在紧急情况管理领域,事故情况下的消防员。本文提出了两个贡献,首先,增强视觉感知系统,模拟每个NPC的人类眼睛的注意中心以及短期记忆(工作记忆),这样NPC只能获得有限的信息,必须根据他们对周围环境的感知来制定计划和做出决定。其次,针对严肃游戏领域,采用基于SHOP的分布式HTN规划方法。该部分主要开发了控制器、世界模型、域、接口和HTN规划器五个模块。有两个层面的计划,团队层面的计划和个人层面的计划。计划是根据从视觉感知系统收集的信息在线生成的,并存储在工作记忆中。我们的实验证明了该方法生成计划的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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