Search in Real-Time Video Games

P. Cowling, M. Buro, M. Bída, A. Botea, B. Bouzy, Martin Volker Butz, P. Hingston, Hector Muñoz-Avila, Dana S. Nau, M. Sipper
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引用次数: 16

Abstract

This chapter arises from the discussions of an experienced international group of researchers interested in the potential for creative application of algorithms for searching finite discrete graphs, which have been highly successful in a wide range of application areas, to address a broad range of problems arising in video games. The chapter first summarises the state of the art in search algorithms for games. It then considers the challenges in implementing these algorithms in video games (particularly real time strategy and first-person games) and ways of creating searchable discrete representations of video game decisions (for example as state-action graphs). Finally the chapter looks forward to promising techniques which might bring some of the success achieved in games such as Go and Chess, to real-time video games. For simplicity, we will consider primarily the objective of maximising playing strength, and consider games where this is a challenging task, which results in interesting gameplay.
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搜索实时视频游戏
这一章源于一个经验丰富的国际研究小组的讨论,他们对搜索有限离散图的算法的创造性应用潜力感兴趣,这些算法在广泛的应用领域取得了巨大成功,可以解决电子游戏中出现的广泛问题。本章首先总结了游戏搜索算法的现状。然后考虑在电子游戏(特别是即时策略和第一人称游戏)中执行这些算法的挑战,以及创建电子游戏决策的可搜索离散表示(例如状态-动作图)的方法。最后,本章展望了一些有前途的技术,这些技术可能会将在围棋和象棋等游戏中取得的成功带到实时电子游戏中。为了简单起见,我们将主要考虑最大化游戏强度的目标,并考虑具有挑战性的任务,从而产生有趣的游戏玩法的游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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