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Intelligent Agents in Computer Games

机译:电脑游戏中的智能代理

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摘要

As computer games become more complex and consumers demand more sophisticated computer controlled opponents, game developers are required to place a greater emphasis on the artificial intelligence aspects of their games. Our experience developing intelligent air combat agents for DARPA (Laird and Jones 1998, Jones at al. 1999) has suggested a number of areas of AI research that are applicable to computer games. Research in areas such as intelligent agent architectures, knowledge representation, goal-directed behavior and knowledge reusability are all directly relevant to improving the intelligent agents in computer games. The Soar/Games project (van Lent and Laird 1999) at the University of Michigan Artificial Intelligence Lab has developed an interface between Soar (Laird, Newell, and Rosenbloom 1987) and the commercial computer games Quake II and Descent 3. Techniques from each of the research areas mentioned above have been used in developing intelligent opponents in these two games.
机译:随着计算机游戏变得越来越复杂,并且消费者要求更复杂的计算机控制对手,游戏开发人员必须更加重视其游戏的人工智能方面。我们为DARPA开发智能空战代理的经验(Laird和Jones 1998,Jones等1999)建议了许多适用于计算机游戏的AI研究领域。智能代理体系结构,知识表示,目标行为和知识可重用性等领域的研究都与改善计算机游戏中的智能代理直接相关。密歇根大学人工智能实验室的Soar / Games项目(van Lent和Laird,1999)开发了Soar(Laird,Newell和Rosenbloom 1987)与商业计算机游戏Quake II和Descent 3之间的接口。上述研究领域已被用于开发这两款游戏中的智能对手。

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