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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:我们将计算机游戏的可扩展性引入来自数据管理的技术的下一个前沿。计算机游戏的一个非常重要的方面是非玩家角色的人工智能(AI)。为了在今天的游戏中创建有趣的AI,开发人员或玩家必须为一个非常少数人物创造复杂,动态行为,但是游戏引擎也不是AI编程的风格,使智能行为能够缩放到非常大量的非玩家角色。在本文中,我们通过将游戏AI建模作为数据管理问题,为计算机游戏中真正可扩展的AI进行第一步。我们提出了一种高度表现力的脚本语言SGL,为游戏设计师和玩家提供了一种具有数据驱动的AI方案,用于为单个非玩家字符自定义行为。我们使用复杂的查询处理和索引技术来实现大量的SGL脚本,从而为具有真正史诗般的非玩家字符的游戏提供了一个框架。实验表明我们的解决方案的功效。

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