游戏角色代理的行为设计

Tony Dujardin, J. Routier
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引用次数: 4

摘要

在人类层面的模拟中,就像电子游戏一样,角色行为的设计对模拟的现实性有着重要的影响。我们建议将其划分为专注于计划者的推理部分和专注于行动选择机制的个性部分。运用声明性和程序性方面的分离,原则是为每个角色的代理提供相同的程序性机制:计划者和行动选择机制。然后在代理层使用陈述性知识来个性化行为。本文的贡献在于基于动机的行动选择机制,允许行为的个性化。动机所提供的模块化使设计师必须选择参数的各种行为成为可能。如果角色模拟是我们的第一个动机,那么所提出的基于动机的行动机制所涉及的原则就足以用于其他情境。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Behavior Design of Game Character's Agent
In human-level simulations, like video games can be, the design of character's behaviors has an important impact on simulation realism. We propose to divide it into a reasoning part, dedicated to a planner, and an individuality part, assigned to an action selection mechanism. Applying the separation of declarative and procedural aspects, the principle is to provide every character's agent with the same procedural mechanisms: the planner and the action selection mechanism. Declarative knowledge is then used at the agent level to individualize the behavior. The contribution of this paper consists in a motivation based action selection mechanism that allows individualization in behavior. The modularity provided by the motivations enables a large variety of behaviors for which the designer has to choose parameters. If the simulation of characters are our first motivation, the principles involved in the proposed motivation based action mechanism are general enough to be used in other contexts.
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