游戏中非玩家角色决策的本体推理

Sylvain Lapeyrade
{"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}
引用次数: 1

摘要

在大多数游戏中,非玩家角色(npc)的决策通常是使用各种状态机、行为树、基于效用的AI或计划来构建的。这些方法实现起来相对简单,但也有缺点,因为很难为许多代理创建复杂的非硬编码行为,也很难维护算法,尤其是在扩展时。游戏设计师通常认为他们的游戏带有类似于逻辑规则的规则。介绍了一种方法,使用具有层次本体的逻辑推理器来设计通用和模块化行为。这种方法与基础良好的语义(WFS)相结合,在缺乏NPC知识的情况下解决了表示和推理问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信