Determining NPC Behavior in Maze Chase Game using Naïve Bayes Algorithm

Hidayah Zohro’iyah, S. M. Nasution, Ratna Astuti Nugrahaeni
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引用次数: 2

Abstract

In this paper, we propose an implementation of Naïve Bayes algorithm in a chase game called Maze Chase. Maze Chase is a chase game where a player must avoid several chasings Non-Player Character (NPC). In our proposed implementation, the NPC will run automatically using artificial intelligence. There are four NPC in Maze Chase, each with its own characteristics. Because of the characteristic differences, the four NPC needs to communicate with each other. For communication we use a multi-agent system. Multi-agent system is a part of artificial intelligence which were used by NPC to communicate with each other using several defined parameters. We used several parameters, such as the number of coins in a zone, the amount of golden coins in a zone, and the centroid values. These parameters were used as variables for an implementation of Naïve Bayes algorithms. Our proposed implementation of Naïve Bayes was used to count the probabilities of NPC behavior, which will move closer towards the player according to several zones in the game map. From the testing results, Naïve Bayes algorithm could be used to decide the NPC movement according to its target zone on the Maze Chase game, with error rate 0.5%.
利用Naïve贝叶斯算法确定迷宫追逐游戏中NPC的行为
在本文中,我们提出了一个Naïve贝叶斯算法在一个名为迷宫追逐的追逐游戏中的实现。《Maze Chase》是一款追逐游戏,玩家必须避开几个非玩家角色(NPC)的追逐。在我们提议的实现中,NPC将使用人工智能自动运行。在《Maze Chase》中有4个NPC,每个都有自己的特点。由于各自的特点不同,这四个NPC之间需要相互沟通。对于通信,我们使用多智能体系统。多智能体系统是人工智能的一个组成部分,它是由NPC使用几个定义好的参数来相互通信的。我们使用了几个参数,例如区域中的硬币数量,区域中的金币数量以及质心值。这些参数被用作实现Naïve贝叶斯算法的变量。我们提议的Naïve贝叶斯实现用于计算NPC行为的概率,NPC将根据游戏地图中的几个区域向玩家靠近。从测试结果来看,Naïve贝叶斯算法可以根据迷宫追逐游戏中NPC的目标区域来决定NPC的移动,错误率为0.5%。
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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