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Evolutionary neural networks for Non-Player Characters in Quake III

机译:Quake III中非球员人物的进化神经网络

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Designing and implementing the decisions of Non-Player Characters in first person shooter games becomes more difficult as the games get more complex. For every additional feature in a level potentially all decisions have to be revisited and another check made on this new feature. This leads to an explosion of the number of cases that have to be checked, which in its turn leads to situations where combinations of features are overlooked and Non-Player Characters act strange in those particular circumstances. In this paper we show how evolutionary neural networks can be used to avoid these problems and lead to good and robust behavior.
机译:在第一人称射击游戏中设计和实施非玩家角色的决定变得更加困难,因为游戏变得更加复杂。对于级别中的每个附加功能可能都必须重新审视所有决策,并在此新功能上进行另一个检查。这导致了必须检查的案件数量的爆炸,这在其转弯上导致了特征的组合被忽视的局势,并且在那些特定情况下非球员人物行为奇怪。在本文中,我们展示了如何使用进化神经网络来避免这些问题并导致良好且鲁棒的行为。

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