{"title":"游戏中非玩家角色决策的本体推理","authors":"Sylvain Lapeyrade","doi":"10.1609/aiide.v18i1.21980","DOIUrl":null,"url":null,"abstract":"In most games, the decision-making of non-player characters (NPCs) is usually constructed using variants of state machines, behaviour trees, utility-based AI or planning. These methods are relatively simple to implement, but have drawbacks in that it can be difficult to create complex non-hard-coded behaviour for many agents and to maintain the algorithms, especially when scaling up. Game designers usually think of their games with rules that closely resemble logic rules. A methodology is introduced to design both general and modular behaviour using a logic reasoner with hierarchical ontologies. This approach is combined with the well-founded semantics (WFS) to solve the problem of representation and reasoning despite the lack of NPC knowledge.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"150 1","pages":"303-306"},"PeriodicalIF":0.0000,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Reasoning with Ontologies for Non-player Character's Decision-Making in Games\",\"authors\":\"Sylvain Lapeyrade\",\"doi\":\"10.1609/aiide.v18i1.21980\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In most games, the decision-making of non-player characters (NPCs) is usually constructed using variants of state machines, behaviour trees, utility-based AI or planning. These methods are relatively simple to implement, but have drawbacks in that it can be difficult to create complex non-hard-coded behaviour for many agents and to maintain the algorithms, especially when scaling up. Game designers usually think of their games with rules that closely resemble logic rules. A methodology is introduced to design both general and modular behaviour using a logic reasoner with hierarchical ontologies. This approach is combined with the well-founded semantics (WFS) to solve the problem of representation and reasoning despite the lack of NPC knowledge.\",\"PeriodicalId\":92576,\"journal\":{\"name\":\"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference\",\"volume\":\"150 1\",\"pages\":\"303-306\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-10-11\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1609/aiide.v18i1.21980\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1609/aiide.v18i1.21980","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Reasoning with Ontologies for Non-player Character's Decision-Making in Games
In most games, the decision-making of non-player characters (NPCs) is usually constructed using variants of state machines, behaviour trees, utility-based AI or planning. These methods are relatively simple to implement, but have drawbacks in that it can be difficult to create complex non-hard-coded behaviour for many agents and to maintain the algorithms, especially when scaling up. Game designers usually think of their games with rules that closely resemble logic rules. A methodology is introduced to design both general and modular behaviour using a logic reasoner with hierarchical ontologies. This approach is combined with the well-founded semantics (WFS) to solve the problem of representation and reasoning despite the lack of NPC knowledge.