基于Navmesh在UE4中实现三维地图的AI智能寻径

Xinyuan Zhang, Xinyou Zhang
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引用次数: 0

摘要

摘要:科技的发展带动了游戏产业的发展。作为当前三维游戏的主流开发引擎,UE4以其强大的渲染技术和模型处理技术受到游戏开发者的青睐。游戏中会有大量的非玩家角色(NPC,非玩家角色),这些ai控制的角色是开发者与用户互动的重要方式。其中,寻径是游戏AI角色最重要的部分,它赋予AI角色活力,让AI角色可以与玩家互动,追逐,自动完成移动到目标点。寻路是AI角色的核心功能,目前有很多寻路方法,如Dijstra算法、best-first搜索算法、A-star算法等。这些寻路算法大多用于2D静态地图,但在UE4中没有详细描述通过寻路算法进行3D寻路。本文首先对几种地图寻径模型进行了介绍和比较,然后对不同的寻径算法进行了实验比较,然后基于最优性能算法,利用蓝图编程在UE4中实现了三维地图中的AI角色寻径。最后对总体实验结果进行了总结和整理,并指出了今后的发展方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Based on Navmesh to implement AI intelligent pathfinding in three-dimensional maps in UE4
Abstract: The development of science and technology has led to the development of the game industry. As the mainstream development engine of the current three-dimensional game, UE4 is popular with game developers for its powerful rendering technology and model processing technology. There will be a large number of non-player characters (NPC, non-player character) in the game, and these AI-controlled characters are an important way for developers to interact with users. Among them, pathfinding is the most important part of the game's AI character, which gives the AI character vitality, so that the AI character can interact with the player, chase, and automatically complete the movement to the target point. Pathfinding is the core function of an AI character, and there are many current pathfinding methods, such as Dijstra algorithm, best-first search algorithm, A-star algorithm. Most of these pathfinding algorithms are used in 2D static maps, but there is no detailed description of 3D pathfinding by pathfinding algorithms in UE4. This paper first introduces and compares several map pathfinding models, then experimentally compares different pathfinding algorithms, and then uses blueprint programming to implement AI role pathfinding in the three-dimensional map in UE4 based on the optimal performance algorithm. Finally, the overall experimental results are summarized and sorted out, and the direction for future development is pointed out.
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