An AI based solution for the control of 3D real-time sensor based gaming

D. Ionescu, S. Islam, C. Gadea, B. Ionescu, Eric McQuiggan, Mircea Trifan
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Abstract

Current approaches to game strategy make reference to the use of AI techniques in order the better predict the players' behavior. More recently the 3D sensor based gaming has spread rapidly in the PC and console gaming and gamers' communities. The sensor based gaming has changed dramatically the gaming design forcing it to move away from triggered scripts to more interactive reactions. This requires that games are designed such that they can adapt faster to the gamer reactions and behavior forcing the characters to react in an intelligent way by analyzing a variety of options and moves made by the user in the real space. The advent of 3D cameras and of the augmented virtual reality insertions into the game space via external sensors detecting users' moves and not buttons or keys pressed requires considering a new way of building a computer game. There is a stringent need to produce more and more intelligent engines to drive the game. In this paper we introduce and discus a series of aspects of game building when a 3D camera and movement sensors are used. The AI engine composition is discussed and shown that it has at its basis the opponent model which helps the engine learn from the data acquired. An evaluation function is also necessary. This evaluation function is built and tested on real data. The AI engine is also investigated in relation to a special language based on body or body parts movements.
基于AI的3D实时传感游戏控制解决方案
为了更好地预测玩家的行为,当前的游戏策略方法参考了AI技术的使用。最近,基于3D传感器的游戏在PC和主机游戏以及玩家社区中迅速传播。基于传感器的游戏极大地改变了游戏设计,迫使它从触发脚本转向更具互动性的反应。这就要求游戏的设计能够更快地适应玩家的反应和行为,迫使角色通过分析用户在真实空间中做出的各种选择和行动,以一种智能的方式做出反应。3D摄像机和增强虚拟现实技术的出现,通过外部传感器检测用户的移动,而不是按钮或按键,将其插入游戏空间,这需要考虑一种构建电脑游戏的新方法。我们迫切需要制造出越来越多的智能引擎来驱动游戏。在本文中,我们介绍并讨论了当使用3D摄像机和运动传感器时游戏构建的一系列方面。讨论了人工智能引擎的组成,并表明它以对手模型为基础,帮助引擎从获取的数据中学习。评估函数也是必要的。建立了该评价函数,并在实际数据上进行了测试。AI引擎还研究了基于身体或身体部位运动的特殊语言。
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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