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首页> 外文期刊>Expert systems with applications >An event-driven behavior trees extension to facilitate non-player multi-agent coordination in video games
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An event-driven behavior trees extension to facilitate non-player multi-agent coordination in video games

机译:一个事件驱动行为树扩展,以促进视频游戏中的非球员多代理协调

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In this paper, we extend behavior trees (BTs), a behavior creation method that is popular in the video game industry, with three new types of nodes that facilitate the design and implementation of non-player characters (NPCs) that need to coordinate with each other. We provide an implementation and a methodology to use the coordination nodes of our extension appropriately, and we show how to use them to develop an application scenario. In the last years, coordination in multi-agent systems has been a very active research field, both from theoretical and practical points of view. Something similar has happened with the development of new tools for the video game industry. Our approach contributes to both areas by providing a novel extension that facilitates the design and implementation of agents that need to coordinate with each other. In video games, agents or NPCs are-as their name implies-characters that are not controlled by the player but by the game through an algorithmic, predetermined, or responsive behavior, or a more sophisticated AI technique. Some video games require NPCs with dynamic, credible, and intelligently unpredictable behaviors to keep players engaged and immersed. Instead of endowing NPCs with very complex individual behaviors, a feasible way to improve their unpredictability in an intelligent and credible manner is allowing them to coordinate with each other. Since BTs focus on the creation of individual behaviors, coordinated behaviors nowadays tend to be achieved by hard-coding the coordination itself. However, that ad hoc solution partially drives away some of the benefits that popularized BTs: Being visually intuitive, scalable, and reusable. For this reason, we propose an extension to BTs that developers can use to coordinate NPCs without going against the development paradigm: creating complex behaviors by designing an intuitive tree structure. (C) 2020 Elsevier Ltd. All rights reserved.
机译:在本文中,我们扩展了行为树(BTS),一种在视频游戏行业中流行的行为创建方法,具有三种新类型的节点,便于需要协调的非玩家字符(NPC)的设计和实现彼此。我们提供了一种实现和方法,以适当地使用我们的扩展区的协调节点,我们展示了如何使用它们来开发应用程序方案。在过去几年中,多助理系统的协调一直是一个非常活跃的研究领域,无论是理论和实践的观点。在视频游戏行业的新工具的开发中发生了类似的事情。我们的方法通过提供一种新颖的延期来促进促进彼此协调的代理的设计和实施的新延长。在视频游戏中,代理商或NPC是它们的名称意味着播放器而不是通过算法,预定或响应行为或更复杂的AI技术来控制的字符。一些视频游戏需要具有动态,可信的,智能地不可预测的行为的NPC,以防止玩家参与和沉浸。而不是赋予具有非常复杂的单独行为的NPC,而是以智能和可信的方式提高其不可预测性的可行方法是允许它们彼此协调。由于BTS专注于创建个人行为,因此现在通过硬编码协调本身来实现协调行为。然而,临时解决方案部分驱动了大众化BTS的一些好处:视觉上直观,可扩展和可重复使用。因此,我们向BTS提出了开发人员可以用于协调NPC而不反对开发范例的扩展:通过设计直观的树结构来创建复杂行为。 (c)2020 elestvier有限公司保留所有权利。

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