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The Evolution of Gamebots for 3D First Person Shooter (FPS)

机译:3D第一人射击游戏(FPS)的演变

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The implementation of Artificial Intelligence (AI)in 3-Dimensional (3D) First Person Shooter (FPS) game is quite general nowadays. Most of the conventional AI bots created are mostly from hard coded AI bots. Hence, it has limited the dynamicity of the AI bots and therefore it brings to a fixed strategy for gaming. The main focus of this paper is to discuss the methodologies used in generating the AI bots that is competitive in the FPS gaming. In this paper, a decision making structure is proposed. It has been combined with the Evolutionary Programming in generating the required AI controllers. Hence, there are two methodology discussions involved: (1) the proposed decision making structure and (2)the Evolutionary Programming used. The experiments show highly promising testing results after the generated AI bots have been tested and compared with the conventional ruled based AI bots. It proves that the generated AI bots using the combination of Evolutionary Programming and decision making structure performed better than those AI bots generated using conventional ruled based strategy which is hard coded and time consuming to develop.
机译:在三维(3D)第一人称射击游戏(FPS)游戏中的人工智能(AI)的实施是如今的一般。创建的大多数传统AI机器主要来自硬编码AI机器。因此,它限制了AI机器人的动态性,因此它带来了固定的游戏策略。本文的主要重点是讨论生成在FPS游戏中具有竞争力的AI机器人的方法。在本文中,提出了决策结构。它已结合生成所需的AI控制器的进化编程。因此,有两种方法讨论涉及:(1)建议的决策结构和(2)使用的进化规划。该实验显示了所生成的AI机器人并与传统的基于裁定的AI机器人进行测试后表现出高度有前途的测试结果。它证明了使用进化编程和决策结构的组合的产生的AI机器比使用基于传统的统治的策略产生的那些AI机器进行了更好的方式,这是硬编码和耗时的开发。

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