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Behavior tree design of intelligent behavior of non-player character (NPC) based on Unity3D

机译:基于UNITY3D的非玩家字符(NPC)智能行为的行为树设计

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摘要

At this stage, the rapid development of computer technology and information technology in China has provided favorable conditions for the development of the game. In order to pursue the game experience, how to use artificial intelligence in the game has become a new research hotspot. Therefore, the current situation of artificial intelligence used in games was investigated, and the principles of Unity3D game engine were studied; then the intelligent behavior model for NPC was established by using the behavior tree as the basic algorithm, and the AI architecture of the agent in the game was designed; moreover, combined with the above analysis, the behavior tree model based on Q learning algorithm was calculated, and the application of Unity3D in the game was completed; finally, a game model was developed in combination with Unity3D game engine. The results show that the behavior tree based on Unity3D game engine can realize NPC's intelligent behavior simply and efficiently, and the system can run at a good speed, which has theoretical guidance for the follow-up research of game artificial intelligence and simulation training.
机译:在此阶段,中国计算机技术和信息技术的快速发展为游戏的发展提供了有利的条件。为了追求游戏经验,如何在游戏中使用人工智能已成为一个新的研究热点。因此,研究了游戏中使用的人工智能的现状,研究了Unity3D游戏引擎的原则;然后使用行为树作为基本算法建立NPC的智能行为模型,设计了游戏中代理的AI架构;此外,结合上述分析,计算了基于Q学习算法的行为树模型,完成了unity3d在游戏中的应用完成;最后,游戏模型与Unity3D游戏引擎组合开发。结果表明,基于Unity3D游戏发动机的行为树可以简单有效地实现NPC的智能行为,系统可以以良好的速度运行,这具有对游戏人工智能和模拟训练的后续研究的理论指导。

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