【24h】

Evolving Behaviour Trees for the Commercial Game DEFCON

机译:商业游戏Defcon的发展行为树

获取原文
获取外文期刊封面目录资料

摘要

Behaviour trees provide the possibility of improving on existing Artificial Intelligence techniques in games by being simple to implement, scalable, able to handle the complexity of games, and modular to improve reusability. This ultimately improves the development process for designing automated game players. We cover here the use of behaviour trees to design and develop an Al-controlled player for the commercial real-time strategy game DEFCON. In particular, we evolved behaviour trees to develop a competitive player which was able to outperform the game's original Al-bot more than 50% of the time. We aim to highlight the potential for evolving behaviour trees as a practical approach to developing Al-bots in games.
机译:行为树通过简单实现,可扩展,能够处理游戏的复杂性和模块化以提高可重用性,提供了在游戏中提高游戏中现有人工智能技术的可能性。这最终提高了设计自动游戏玩家的开发过程。我们涵盖了使用行为树来设计和开发用于商业实时策略游戏Defcon的Al控制玩家。特别是,我们进化行为树以开发一个能够超过游戏原始的Al-Bot超过50%的竞争运动员。我们的目标是突出潜力,以发展行为树作为在游戏中开发Al-Bots的实用方法。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号