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Scaling Games to Epic Proportions

机译:将游戏扩展到史诗般的比例

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We introduce scalability for computer games as the next frontier for techniques from data management. A very important aspect of computer games is the artificial intelligence (AI) of non-player characters. To create interesting AI in games today, developers or players have to create complex, dynamic behavior for a very small number of characters, but neither the game engines nor the style of AI programming enables intelligent behavior that scales to a very large number of non-player characters. In this paper we make a first step towards truly scalable AI in computer games by modeling game AI as a data management problem. We present a highly expressive scripting language SGL that provides game designers and players with a data-driven AI scheme for customizing behavior for individual non-player characters. We use sophisticated query processing and indexing techniques to ef- ficiently execute large numbers of SGL scripts, thus providing a framework for games with a truly epic number of non-player characters. Experiments show the efficacy of our solutions.
机译:我们引入了计算机游戏的可扩展性,作为数据管理技术的下一个前沿。电脑游戏的一个非常重要的方面是非玩家角色的人工智能(AI)。为了在当今的游戏中创建有趣的AI,开发人员或玩家必须为非常少的角色创建复杂的动态行为,但是无论是游戏引擎还是AI编程风格都无法实现可扩展到非常多非角色的智能行为。玩家角色。在本文中,我们通过将游戏AI建模为数据管理问题,迈出了迈向计算机游戏中真正可扩展AI的第一步。我们提供了一种高表现力的脚本语言SGL,它为游戏设计师和玩家提供了一种数据驱动的AI方案,用于自定义单个非玩家角色的行为。我们使用复杂的查询处理和索引技术来有效执行大量的SGL脚本,从而为具有真正史诗般数量的非玩家角色的游戏提供了框架。实验证明了我们解决方案的有效性。

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