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A fuzzy-rule-based driving architecture for non-player characters in a car racing game

机译:赛车游戏中非玩家角色的基于模糊规则的驾驶架构

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Videogame-based competitions have been the target of considerable interest among researchers over the past few years since they provide an ideal framework in which to apply soft computing techniques. One of the most popular competitions is the Simulated Car Racing Competition which, thanks to the realism implemented by recent car simulators, provides an excellent test bed for the application of autonomous driving techniques. The present work describes the design and implementation of a car controller able to deal with competitive racing situations. The complete driving architecture consists of six simple modules, each one responsible for a basic aspect of car driving. Three modules use simple functions to control gear shifting, steering movements, and pedal positions. A fourth manages speed control by means of a simple fuzzy system. The other two modules are in charge of (i) adapting the driving behaviour to the presence of other cars, and (ii) implementing a basic 'inter-lap' learning mechanism in order to remember key track segments and adapt the speed accordingly in future laps. The controller was evaluated in two ways. First, in runs without adversaries over several track designs, our controller allowed some of the longest distances to be covered in a set time in comparison with data from other previous controllers, and second, as a participant in the 2009 Simulated Car Racing Competition which it ended up winning.
机译:在过去的几年中,基于视频游戏的竞赛已成为研究人员相当感兴趣的目标,因为它们提供了应用软计算技术的理想框架。最受欢迎的竞赛之一是模拟赛车竞赛,这要归功于最近的汽车模拟器所实现的真实感,为自动驾驶技术的应用提供了出色的测试平台。本工作描述了能够处理竞争性赛车情况的汽车控制器的设计和实现。完整的驾驶架构包括六个简单的模块,每个模块负责汽车驾驶的基本方面。三个模块使用简单的功能来控制换档,转向运动和踏板位置。第四者通过简单的模糊系统来管理速度控制。其他两个模块负责(i)使驾驶行为适应其他汽车的存在,以及(ii)实施基本的“圈间”学习机制,以便记住关键的赛道段并在以后相应地调整速度圈通过两种方式对控制器进行了评估。首先,在没有竞争对手的情况下进行多个赛道设计的比赛中,我们的控制器允许在一定时间内与某些其他以前的控制器的数据进行比较,涵盖最长的距离;其次,作为2009年模拟赛车大赛的参与者最终获胜。

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