A Demonstration of Possibilistic Hierarchical Task Networks for Believable Agent Behavior

Braeden Warnick
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Abstract

Believably human non-player characters (NPCs) are inherent to immersive gameplay yet developing them remains a common challenge. When the success of many modern games relies on using bots in online services to replace real players, it’s vital for the bots to seem like they make decisions like real people. This paper explains the inspirations for, ideas behind, and base functionality of a demo made to build a foundation for future work that aims to establish a framework for developing believably human NPCs. This demo simply aims to show that possibility theory can work with hierarchical task networks (HTNs) by using custom utility functions. This reliance on utility functions also means that this work provides developers who use behavior selection systems that can use utility functions to decide between branches, a clear example of how to adopt possibilistic logic in their own work. Most importantly, since this logic is simplistic, it can be easily adopted by both hobbyists and experts.
可信智能体行为的可能性分层任务网络论证
可信的人类非玩家角色(npc)是沉浸式游戏玩法所固有的,但开发它们仍然是一个普遍的挑战。当许多现代游戏的成功依赖于在在线服务中使用机器人来取代真正的玩家时,让机器人看起来像真人一样做出决定是至关重要的。本文解释了一个演示的灵感、想法和基本功能,为未来的工作奠定基础,旨在建立一个开发可信的人类npc的框架。这个演示只是为了展示可能性理论可以通过使用自定义实用函数与分层任务网络(HTNs)一起工作。这种对效用函数的依赖也意味着这项工作为使用行为选择系统的开发人员提供了一个可以使用效用函数来决定分支之间的方法,这是一个如何在他们自己的工作中采用可能性逻辑的清晰例子。最重要的是,由于这种逻辑是简单的,它可以很容易地被爱好者和专家采用。
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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