NPC行为示范训练的适应性研究

John Drake, A. Safonova, M. Likhachev
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引用次数: 4

摘要

使用演示来指导非玩家角色(npc)的行为生成是一个具有挑战性的问题。特别是,当遇到新情况时,演示记录往往与手头的任务不紧密对应。像《上古卷轴5:天际》或《无主之地》等开放世界游戏经常在多个任务中重复使用游戏世界中的地点。在每个地点的每个新任务中,游戏元素(如生命包、武器和敌人)的特定配置都会发生变化。在本文中,我们提出了一种方法,即利用用户演示来生成NPC行为,同时适应不同任务中游戏配置的变化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Towards Adaptability of Demonstration-Based Training of NPC Behavior
Using demonstration to guide behavior generation for non-player characters (NPCs) is a challenging problem. Particularly, as new situations are encountered, demonstration records often do not closely correspond with the task at hand. Open-world games such as The Elder Scrolls V: Skyrim or Borderlands often reuse locations within the game world for multiple quests. In each new quest at each location, the particular configuration of game elements such as health packs, weapons, and enemies changes. In this paper, we present an approach that utilizes user demonstrations for generating NPC behaviors while accommodating such variations in the game configuration across quests.
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