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Simulating complex social behaviours of virtual agents through case-based planning

机译:通过基于案例的计划模拟虚拟代理的复杂社会行为

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In commercial video games and simulations, non-player characters are capable of quite complex behaviour. Very often though, each class of non-player characters (that we further call virtual agents) is manually programmed or scripted. This means that instead of possessing some level of intelligence, allowing the agent to decide dynamically on the actions it needs to perform, we supply the agent with a list of possible situations that may arise in the game. For each such situation, we give the agent a pre-programmed script that tells it how to behave. Producing such scripts for every role an agent might play in a game or simulation is a very costly exercise. This may be acceptable in commercial game development, where budgets for modern games are sometimes comparable to budgets of Hollywood movies, but not adequate for research simulations and indie games. In this paper, we discuss how indie games and research simulations can be enriched with the sophisticated social behaviour of virtual agents in a semi-automatic manner through the use of AI planning. By supplying agents with roles and developing a computational model of their needs, we can use AI planning (also known as dynamic planning) to increase the complexity of agent behaviour dramatically and at the same time achieve a high degree of automation and reduce the development costs. AI planning is gaining popularity in games development, but it is often discarded due to performance issues. We will show how to improve the performance of planning process through the use of dynamic institutions and case-based planning. We will illustrate the aforementioned ideas on an example of developing a Virtual Reality simulation of everyday life in Ancient Mesopotamia.
机译:在商业视频游戏和模拟中,非玩家角色具有相当复杂的行为。但是,通常每类非玩家角色(我们进一步称为虚拟代理)都是手动编程或编写脚本的。这意味着我们不具备一定的智能水平,而是允许坐席动态决定需要执行的动作,而是向坐席提供一系列可能在游戏中出现的情况。对于每种此类情况,我们为代理提供一个预先编程的脚本,以告诉其如何运行。为座席在游戏或模拟中可能扮演的每个角色产生这样的脚本是一项非常昂贵的工作。这在商业游戏开发中是可以接受的,因为现代游戏的预算有时可与好莱坞电影的预算相提并论,但不足以进行研究模拟和独立游戏。在本文中,我们讨论了如何通过使用AI计划以半自动方式通过虚拟代理的复杂社交行为丰富独立游戏和研究模拟。通过为代理提供角色并开发其需求的计算模型,我们可以使用AI计划(也称为动态计划)来显着增加代理行为的复杂性,同时实现高度自动化并降低开发成本。人工智能计划在游戏开发中越来越受欢迎,但由于性能问题经常被丢弃。我们将展示如何通过使用动态机构和基于案例的计划来提高计划过程的绩效。我们将以开发古代美索不达米亚日常生活的虚拟现实模拟为例,说明上述想法。

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