G-PY:使用3D第一人称射击游戏模拟实时近距离交火的游戏AI

V. Naidu, Jaspreet Kaur Bhamra, A. Ansari, Jignesh Sisodia
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引用次数: 0

摘要

本文是关于使用虚拟环境来创建、测试和改进复杂算法的建议,这些算法为部署在实际战争环境中的战备无人机提供动力。无人机的操作概述将包括使用广泛的图像识别来识别和区分敌人和友军,环境和目标,静态和可交互的物体,所有这些都可以通过训练,使用数千个样本。无人机的导航是通过专门的区域识别、记忆和跟踪算法实现的。为了训练、测试和校准,所使用的武器系统与普通人类武装分子相似,它采用了“轻弹射击”算法,即使在计算能力较低的处理器上也能最大限度地提高命中概率。这些无人机在野外工作部署过程中遭受的损害和财产损失,以及用假人训练它们的困难,这些假人从来没有100%模仿敌人的技术,以及所产生的成本,都可以通过使用所提出的模型来避免。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
G-PY: A Game Playing AI to Simulate Real Time Close-Quarter Firefights Using 3D First-Person-Shooter Games
This paper is regarding the proposal of the use of virtual environments to create, test and improve complex algorithms that power battle-ready drones which are deployed in actual war environments. An overview of the drone's operation would include the use of extensive image recognition to identify and differentiate enemies and friendlies, the environment and the objectives, static and interactable objects, all possible through training, using thousands of samples. The navigation of the drone is made possible using a specialized area recognition, memorizing and tracing algorithm. The weapons system used is similar to that of an average human militant, for the purpose of training, testing and calibration, and it employs a ‘Flick Shot’ algorithm to maximize the hit probability even in processors with lower computation power. The damage and loss of property sustained during deployment of these drones during field work, and the difficulty in training them with dummies which never are a 100% imitation of the enemies' technology, and the cost incurred, all can be avoided by using the proposed model.
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