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An AI System for Large Open Virtual World

机译:大型开放虚拟世界的AI系统

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摘要

In recent years, computer games have reached unprecedented level of graphical fidelity to the real world. As the non-player characters (NPCs) in the game world look more and more realistic, players expect them to manifest believable behavior as well. This is accented especially in games that feature large open worlds, which players may explore freely and it is thus not possible to explicitly account for all possible player interactions. In this paper we focus mainly on ambient AI - the logic behind day to day behaviors of NPCs as they sleep, work and entertain themselves in the virtual world. In this context, it is of great importance to build a system that handles many NPCs (up to several hundreds) quickly. In this paper we report on an implementation of a particular AI system that was approved for deployment in an upcoming high-budget game. The system features a hierarchy of control similar to the subsumption architecture and a visual agent-based language inspired by behavior trees. We describe the challenges involved in building such a system and specific design decisions we have made that let us achieve a level of behavioral fidelity unmatched by existing games. Finally we evaluate the performance of the system in a realistic setting.
机译:近年来,电脑游戏对现实世界达到了前所未有的图形保真程度。由于游戏世界中的非玩家角色(NPC)看起来越来越逼真,玩家也希望他们能够表现出可信的行为。这尤其是在具有大型开放世界的游戏中重音,这些玩家可以自由探索,因此无法明确地解释所有可能的玩家互动。在本文中,我们主要专注于环境AI - 日常生活的逻辑,因为他们在虚拟世界中睡觉,工作和娱乐自己。在这种情况下,建立一个快速处理许多NPC(最多几百个)的系统非常重要。在本文中,我们报告了在即将到来的高预算游戏中批准部署的特定AI系统的实施。该系统具有类似于SUBSUMATION架构和受Visual Agent的语言的控制层次结构,它受到行为树的启发。我们描述了建立这种系统和特定设计决策所涉及的挑战,我们使我们能够实现现有游戏无与伦比的行为保真度。最后,我们在现实环境中评估系统的性能。

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