首页> 外文期刊>Expert systems with applications >An emotionally biased ant colony algorithm for pathfinding in games
【24h】

An emotionally biased ant colony algorithm for pathfinding in games

机译:情感偏向蚁群算法在游戏中的寻路

获取原文
获取原文并翻译 | 示例

摘要

Pathfinding is one of the tasks, apart from graphics rendering, requiring most CPU resources. Although there are many approaches to effectively solve pathfinding problems, they are becoming less suitable as more and more games have larger game worlds that dynamically change during the game play. These new games have more visually realistic graphics that increase the game characters realism but all these efforts may be useless if game characters perform dumb movements or follow inappropriate paths such as repeatedly walking close to an enemy or a predator while moving from one location to another. To tackle this problem we present in this paper an ant colony algorithm for path finding that takes into account the emotions of the game characters and we show how our approach is used in an aug-mented-reality educational game. The proposed algorithm is implemented on a CPU processor to demonstrate its scalability with large problem sizes when compared to its corresponding CPU version.
机译:除了图形渲染外,寻路是任务之一,需要大多数CPU资源。尽管有许多方法可以有效地解决寻路问题,但随着越来越多的游戏拥有在游戏过程中动态变化的更大游戏世界,它们变得越来越不适合。这些新游戏具有更加逼真的视觉效果的图形,可提高游戏角色的真实感,但如果游戏角色执行愚蠢的动作或遵循不适当的路径(例如从一个位置移动到另一个位置时反复靠近敌人或掠食者),则所有这些努力可能都没有用。为了解决这个问题,我们在本文中提出了一种用于蚁群寻路的算法,该算法考虑了游戏角色的情绪,并且展示了我们的方法如何在增强现实教育游戏中使用。所提出的算法在CPU处理器上实现,以证明与相应的CPU版本相比具有较大问题规模的可伸缩性。

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