The Evolution of Gamebots for 3D First Person Shooter (FPS)

Chang Kee Tong, Ong Jia Hui, J. Teo, C. K. On
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引用次数: 11

Abstract

The implementation of Artificial Intelligence (AI)in 3-Dimensional (3D) First Person Shooter (FPS) game is quite general nowadays. Most of the conventional AI bots created are mostly from hard coded AI bots. Hence, it has limited the dynamicity of the AI bots and therefore it brings to a fixed strategy for gaming. The main focus of this paper is to discuss the methodologies used in generating the AI bots that is competitive in the FPS gaming. In this paper, a decision making structure is proposed. It has been combined with the Evolutionary Programming in generating the required AI controllers. Hence, there are two methodology discussions involved: (1) the proposed decision making structure and (2)the Evolutionary Programming used. The experiments show highly promising testing results after the generated AI bots have been tested and compared with the conventional ruled based AI bots. It proves that the generated AI bots using the combination of Evolutionary Programming and decision making structure performed better than those AI bots generated using conventional ruled based strategy which is hard coded and time consuming to develop.
3D第一人称射击游戏机器人的演变
如今,人工智能(AI)在三维(3D)第一人称射击(FPS)游戏中的应用非常普遍。大多数传统的AI机器人都是来自硬编码的AI机器人。因此,它限制了AI机器人的动态性,因此它为游戏带来了固定的策略。本文的主要焦点是讨论在FPS游戏中生成具有竞争力的AI机器人所使用的方法。本文提出了一种决策结构。它与进化编程相结合,生成所需的人工智能控制器。因此,有两个方法论的讨论涉及:(1)建议的决策结构和(2)使用的进化规划。实验表明,生成的人工智能机器人经过测试,并与传统的基于规则的人工智能机器人进行了比较,测试结果非常有希望。结果表明,采用进化规划和决策结构相结合的方法生成的人工智能机器人比采用基于规则的硬编码策略生成的人工智能机器人性能更好。
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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