EvolvingBehavior:游戏npc行为树的共同创新进化

Nathan Partlan, Luis Soto, J. Howe, Sarthak Shrivastava, M. S. El-Nasr, S. Marsella
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引用次数: 1

摘要

为了帮助游戏开发者制作游戏npc,我们提出了EvolvingBehavior,这是一种新的遗传编程工具,可以在虚幻引擎4中进化行为树。在最初的评估中,我们将进化的行为与研究人员设计的手工制作的树木和3D生存游戏中随机生长的树木进行比较。我们发现EvolvingBehavior能够在这种情况下产生接近设计师目标的行为。最后,我们讨论了共同创造游戏AI设计工具的影响和未来探索途径,以及行为树进化中的挑战和困难。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
EvolvingBehavior: Towards Co-Creative Evolution of Behavior Trees for Game NPCs
To assist game developers in crafting game NPCs, we present EvolvingBehavior, a novel tool for genetic programming to evolve behavior trees in Unreal®Engine 4. In an initial evaluation, we compare evolved behavior to hand-crafted trees designed by our researchers, and to randomly-grown trees, in a 3D survival game. We find that EvolvingBehavior is capable of producing behavior approaching the designer’s goals in this context. Finally, we discuss implications and future avenues of exploration for co-creative game AI design tools, as well as challenges and difficulties in behavior tree evolution.
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