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Design of Emergent and Adaptive Virtual Players in a War RTS Game

机译:战争RTS游戏中的应急和自适应虚拟玩家设计

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摘要

Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent's assets where the opponent is a virtual (i.e., non-human player controlled) player that usually consists of a pre-programmed decision-making script. These scripts have usually associated some well-known problems (e.g., predictability, non-rationality, repetitive behaviors, and sensation of artificial stupidity among others). This paper describes a method for the automatic generation of virtual players that adapt to the player skills; this is done by building initially a model of the player behavior in real time during the game, and further evolving the virtual player via this model in-between two games. The paper also shows preliminary results obtained on a one-player wRTS game constructed specifically for experimentation.
机译:基本上,在(单人)战争实时策略(wRTS)游戏中,人类玩家实时控制一支由数名士兵组成的军队,而她的目标是摧毁对手的资产,而对手则是虚拟的(即(非人类玩家控制)的玩家,通常由预先编程的决策脚本组成。这些脚本通常会带来一些众所周知的问题(例如,可预测性,非理性,重复性行为以及人为愚蠢的感觉)。本文描述了一种自动生成适应玩家技能的虚拟玩家的方法。这是通过首先在游戏中实时建立玩家行为模型来完成的,然后通过该模型在两款游戏之间进一步发展虚拟玩家。本文还显示了在专门为实验构建的单人wRTS游戏中获得的初步结果。

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