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Authoring Behaviour for Characters in Games Reusing Abstracted Plan Traces

机译:重用抽象计划痕迹的游戏中角色的创作行为

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摘要

Authoring the AI for non-player characters (NPCs) in modern video games is an increasingly complex task. Designers and programmers must collaborate to resolve a tension between believable agents with emergent behaviours and scripted story lines. Behaviour trees (BTs) have been proposed as an expressive mechanism that let designers create complex behaviours along the lines of the story they want to tell. However, BTs are still too complex for non-programmers. In this paper, we propose the use of plan traces to assist designers when building BTs. In order to make this approach feasible within state-of-the-art video game technology, we generate the planning domain through an extension of the component-based approach, a widely used technique for representing entities in commercial video games.
机译:在现代视频游戏中为非玩家角色(NPC)创作AI是一项日益复杂的任务。设计师和程序员必须合作解决具有突发行为和脚本故事情节的可信代理之间的紧张关系。行为树(BT)已被提出为一种表达机制,可让设计人员根据他们想要讲述的故事来创建复杂的行为。但是,对于非程序员来说,BT仍然太复杂。在本文中,我们建议使用计划跟踪来协助设计人员构建BT。为了使这种方法在最新的视频游戏技术中可行,我们通过扩展基于组件的方法(一种广泛用于表示商业视频游戏中实体的技术)来生成计划领域。

著录项

  • 来源
    《Intelligent virtual agents 》|2009年|56-62|共7页
  • 会议地点 Amsterdam(NL);Amsterdam(NL)
  • 作者单位

    Dep. Ingenieria del Software e Inteligencia Artificial Universidad Complutense de Madrid, Spain;

    Dep. Ingenieria del Software e Inteligencia Artificial Universidad Complutense de Madrid, Spain;

    Dep. Ingenieria del Software e Inteligencia Artificial Universidad Complutense de Madrid, Spain;

    Dep. Ingenieria del Software e Inteligencia Artificial Universidad Complutense de Madrid, Spain;

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  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 人工智能理论 ;
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