《雷神之锤3》非玩家角色的进化神经网络

J. Westra, F. Dignum
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引用次数: 13

摘要

在第一人称射击游戏中,设计和执行非玩家角色的决策变得越来越困难,因为游戏变得越来越复杂。对于关卡中的每一个附加功能,所有决定都可能被重新审视,并再次检查这个新功能。这将导致需要检查的案例数量激增,进而导致功能组合被忽视,非玩家角色在这些特殊情况下表现奇怪。在本文中,我们展示了如何使用进化神经网络来避免这些问题,并导致良好和鲁棒的行为。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Evolutionary neural networks for Non-Player Characters in Quake III
Designing and implementing the decisions of Non-Player Characters in first person shooter games becomes more difficult as the games get more complex. For every additional feature in a level potentially all decisions have to be revisited and another check made on this new feature. This leads to an explosion of the number of cases that have to be checked, which in its turn leads to situations where combinations of features are overlooked and Non-Player Characters act strange in those particular circumstances. In this paper we show how evolutionary neural networks can be used to avoid these problems and lead to good and robust behavior.
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