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Introduction to Behavior Algorithms for Fighting Games

机译:战斗游戏的行为算法简介

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The quality of opponent Artificial Intelligence (AI) in fighting videogames is crucial. Some other game genres can rely on their story or visuals, but fighting games are all about the adversarial experience. In this paper, we will introduce standard behavior algorithms in videogames, such as Finite-State Machines and Behavior Trees, as well as more recent developments, such as Monte-Carlo Tree Search. We will also discuss the existing and potential combinations of these algorithms, and how they might be used in fighting games. Since we are at the financial peak of fighting games, both for casual players and in tournaments, it is important to build and expand on fighting game AI, as it is one of the pillars of this growing market.
机译:战斗视频游戏中对手人工智能(AI)的质量至关重要。一些其他游戏类型可以依赖他们的故事或视觉效果,但战斗游戏都是关于对抗的经验。在本文中,我们将在电子游戏中引入标准行为算法,例如有限状态机和行为树,以及更新的开发,例如Monte-Carlo树搜索。我们还将讨论这些算法的现有和潜在组合,以及如何在战斗游戏中使用它们。由于我们是在休闲球员和锦标赛中的战斗比赛的金融高峰期,因此在战斗游戏AI上建立和扩展非常重要,因为它是这个不断增长的市场的支柱之一。

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