使用基于情感和个性的注意力焦点来提高npc的效率

Alberto Signoretti, Antonino Feitosa Neto, André M. C. Campos, A. Canuto, S. Fialho
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引用次数: 7

摘要

现在有一些游戏试图通过尽可能真实地呈现人类行为来提高玩家的沉浸感,通常使用代理技术来模拟非玩家角色(npc)。然而,基于智能体的行为模型代表了现有的复杂性,例如,现实生活中的决策可能成为一项非常密集的计算任务。出于这个原因,基于实时模拟的游戏可能会受益于npc对模拟游戏世界变化的反应。本文提出了一种加速代表游戏中npc的自主代理决策的方法。通过将代理感知绑定到所有代理周围元素的子集来实现优化,其中仅包含当前代理最重要的元素。换句话说,代理被建模为具有“注意力焦点”。该作品所表现的注意力集中是基于情感和人格理论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Increasing the Eciency of NPCs Using a Focus of Attention Based on Emotions and Personality
Several games nowadays try to improve the player immersion by representing human behavior as real as possible, generally using agent technologies to model non-player characters (NPCs). However, agent-based behavioral models representing the existing complexity of, for instance, a decision-making for a real life situation can become a very intensive computing task. For this reason, real-time simulation-based games may benefit from optimizations produced on how NPCs react to changes in the simulated game world. This paper presents an approach for speeding up the decision-making of autonomous agents representing NPCs of a game. The optimization is reached by bounding the agent perception to a subset of all agent surrounding elements, which contains only the most important elements for the agent at current time. In other words, the agent is modeled as having "focus of attention". The attention focus represented in this work is based on theories of emotions and personality.
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