多人在线竞技游戏环境中的人工智能技术分析

Michael Waltham, Deshendran Moodley
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引用次数: 15

摘要

3D电脑游戏行业正在不断探索创造沉浸式和引人入胜的环境的新途径。我们正在探索的一个途径是自主控制非玩家角色(NPC)的行为。本文回顾并比较了多人在线竞技(MOBA)游戏环境中用于控制非人类角色行为的现有人工智能(AI)技术。对模糊状态机(FuSM)和情绪行为树(EBT)两种技术进行了综述和比较。此外,本文还提出并测试了一种将情感融入行为树的简单机制。该机制的初步测试表明,这是一种可行且有前景的机制,可以有效追踪NPC的情绪状态,并将情绪融入NPC的决策中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An Analysis of Artificial Intelligence Techniques in Multiplayer Online Battle Arena Game Environments
The 3D computer gaming industry is constantly exploring new avenues for creating immersive and engaging environments. One avenue being explored is autonomous control of the behaviour of non-player characters (NPC). This paper reviews and compares existing artificial intelligence (AI) techniques for controlling the behaviour of non-human characters in Multiplayer Online Battle Arena (MOBA) game environments. Two techniques, the fuzzy state machine (FuSM) and the emotional behaviour tree (EBT), were reviewed and compared. In addition, an alternate and simple mechanism to incorporate emotion in a behaviour tree is proposed and tested. Initial tests of the mechanism show that it is a viable and promising mechanism for effectively tracking the emotional state of an NPC and for incorporating emotion in NPC decision making.
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