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Enhancing a Commercial Game Engine to Support Research on Route Realism for Synthetic Human Characters

机译:增强商业游戏引擎,以支持合成人物角色路线逼真的研究

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Generating routes for entities in virtual environments, such as simulated vehicles or synthetic human characters, is a long-standing problem, and route planning algorithms have been developed and studied for some time. Existing route planning algorithms, including the widely used A* algorithm, are generally intended to achieve optimality in some metric, such as minimum length or minimum time. Comparatively little attention has been given to route realism, defined as the similarity of the algorithm-generated route to the route followed by real humans in the same terrain with the same constraints and goals. Commercial game engines have seen increasing use as a context for research. To study route realism in a game engine, two developments were needed: a quantitative metric for measuring route realism and a game engine able to capture route data needed to compute the realism metric. Enhancements for recording route data for both synthetic characters and human players were implemented within the Unreal Tournament 2004 game engine. A methodology for assessing the realism of routes and other behaviors using a quantitative metric was developed. The enhanced Unreal Tournament 2004 game engine and the realism assessment methodology were tested by capturing data required to calculate a metric of route realism.
机译:在虚拟环境中为实体(例如,模拟车辆或合成人的角色)生成路线是一个长期存在的问题,并且路线规划算法已经开发和研究了一段时间。现有的路由计划算法,包括广泛使用的A *算法,通常旨在实现某些度量的最优性,例如最小长度或最小时间。相对较少的关注点是路线现实性,路线现实性是指算法生成的路线与真实人在相同地形,相同约束和目标下所遵循的路线的相似性。商业游戏引擎已被越来越多地用作研究的背景。为了研究游戏引擎中的路线真实性,需要进行两项开发:用于测量路线真实性的定量度量和能够捕获计算真实性度量所需的路线数据的游戏引擎。在Unreal Tournament 2004游戏引擎中对记录合成角色和人类玩家的路线数据进行了增强。开发了一种使用定量指标评估路线和其他行为的真实性的方法。通过捕获计算路线真实感度量所需的数据,对增强的Unreal Tournament 2004游戏引擎和真实感评估方法进行了测试。

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