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A Motivation-Based Mechanism to Design Behaviors

机译:基于动机的设计行为机制

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In human-level simulations, like video games can be, the design of character's behaviors has an important impact on simulation realism. We propose to divide it into a reasoning part, dedicated to a planner, and an individuality part, assigned to an action selection mechanism. Applying the separation of declarative and procedural aspects, the principle is to provide every character with the same procedural mechanisms: the planner and the action selection mechanism. Declarative knowledge is then used at the agent level to individualize the behavior. The contribution of this paper consists in a motivation-based action selection mechanism that allows individualization in behavior. The modularity provided by the motivations enables a large variety of behaviors for which the designer has to choose parameters. If the simulation of characters are our first motivation, the principles involved in the proposed motivation-based action mechanism are general enough to be used in other contexts.
机译:在人类级模拟中,像视频游戏一样,角色的行为的设计对模拟现实主义具有重要影响。我们建议将其分为致力于策划者的推理部分,以及分配给行动选择机制的个性部分。应用声明性和程序方面的分离,原则是提供具有相同程序机制的每个角色:规划师和行动选择机制。然后在代理水平上使用声明性知识以个性化行为。本文的贡献包括基于动机的动作选择机制,允许在行为中的个性化。动机提供的模块化使设计人员必须选择参数的各种行为。如果字符的模拟是我们的第一个动机,则所涉及的基于动机的动作机制的原则足以在其他环境中使用。

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