Reasoning with Ontologies for Non-player Character's Decision-Making in Games

Sylvain Lapeyrade
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引用次数: 1

Abstract

In most games, the decision-making of non-player characters (NPCs) is usually constructed using variants of state machines, behaviour trees, utility-based AI or planning. These methods are relatively simple to implement, but have drawbacks in that it can be difficult to create complex non-hard-coded behaviour for many agents and to maintain the algorithms, especially when scaling up. Game designers usually think of their games with rules that closely resemble logic rules. A methodology is introduced to design both general and modular behaviour using a logic reasoner with hierarchical ontologies. This approach is combined with the well-founded semantics (WFS) to solve the problem of representation and reasoning despite the lack of NPC knowledge.
游戏中非玩家角色决策的本体推理
在大多数游戏中,非玩家角色(npc)的决策通常是使用各种状态机、行为树、基于效用的AI或计划来构建的。这些方法实现起来相对简单,但也有缺点,因为很难为许多代理创建复杂的非硬编码行为,也很难维护算法,尤其是在扩展时。游戏设计师通常认为他们的游戏带有类似于逻辑规则的规则。介绍了一种方法,使用具有层次本体的逻辑推理器来设计通用和模块化行为。这种方法与基础良好的语义(WFS)相结合,在缺乏NPC知识的情况下解决了表示和推理问题。
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