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Motion Coordination in the Quake 3 Arena Environment: A Field-Based Approach

机译:Quake 3竞技场环境中的运动协调:基于领域的方法

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This paper focuses on the problem of orchestrating the movements of bot agents in the videogame Quake 3 Arena. Since the specific patterns of movement that one may wish to enforce may be various, and serve different purposes (have bots meet somewhere, move in formation, or surrounding human players), a general and flexible approach is required. In this paper we discuss how the Co-Fields coordination model can be effectively exploited to this purpose. The key idea in Co-Fields is to model the agents' environment by means of application-specific computational force fields, leading agents' activities to a globally coordinated and adaptive motion behavior. The Co-Fields model is described both in general terms and in the specific Quake 3 Arena implementation, and several application examples are presented to clarify it. Also, the paper outlines the general applicability of the approach besides the Quake scenario and in areas such as mobile computing and mobile robots.
机译:本文重点介绍了在电子游戏Quake 3竞技场中协调机器人动作的问题。由于人们希望实施的具体运动模式可以是各种各样的,并且提供不同的目的(在某处与机器人相遇,形成或周围人类的玩家),需要一种灵活的方法。在本文中,我们讨论了如何有效地利用本用途的共同领域的协调模型。共同领域的关键思想是通过将特定于应用程序的计算力领域,领先的代理活动的活动模拟代理的环境,以全局协调和自适应运动行为。在一般术语和特定地震3竞技场实现中,展示了几个应用示例以阐明其阐明。此外,本文还概述了除了地震场景和移动计算和移动机器人等领域之外的方法的一般适用性。

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