Development of Tactical Level AI for Melee and Range Combat

V. Gorshkov, A. Zagarskikh
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Abstract

The development of AI directly affects the emergence of new technologies. In modern video games, AI faces a wide range of tasks at various levels. The current situation is such that in addition to standard decision-making, to which the average player is casual, AI often has to do more complex things: to perceive the environment, interact with it, interact with the other AI, move in a complex three-dimensional space and other various tasks. Given the constant development of the gaming industry, the requirements for AI are constantly increasing. Therefore, there is the problem of AI flexibility. In video games, we can increasingly see how the battle of two NPCs turns into a simple search of teams to attack and defend. These primitives repel the player, destroying a decent part of the gameplay conceived by the developer. In the same way it is applicable to the visualization of historical events. For accurate reconstruction, it is necessary that the behavior of the agents be similar to human's behavior. In this paper, we give a brief review on some of well-known AI development methods, compare their effectiveness and present a new method of AI development that simulate the behavior of non- player character in melee and ranged combat based on the interaction of three levels: strategic, tactical and operational for decision-making. Combination of the well-known methods of AI development, base agent's model change and improvement in agent understanding of the environment by using the Voronoi diagram. The method proposed in this paper are showing significantly different results from the most popular design methods and the Utility-AI-Behavior Tree method, significantly reducing the distance in terms of key indicators such as survive time, use of useful resources, number of enemies killed. The used method imitates the player's actions, while excluding the human error factor and unexpected actions. The designed AI simulates the player's logical actions with a good accuracy, but is still more predictable than the real players. Mathematical calculations and the distribution of weights on each frame do not have a significant impact on performance, which allows simulating the behavior of many agents at once in one scenario, without losing performance and influencing the resulting sensations from the gameplay.
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为近战和远程战斗开发战术级别AI
人工智能的发展直接影响着新技术的出现。在现代电子游戏中,AI面临着各种级别的广泛任务。目前的情况是,除了标准的决策(游戏邦注:一般玩家都很随意)之外,AI通常还需要做更复杂的事情:感知环境、与环境互动、与其他AI互动、在复杂的三维空间中移动以及其他各种任务。随着游戏行业的不断发展,对AI的要求也在不断提高。因此,存在人工智能灵活性的问题。在电子游戏中,我们可以越来越多地看到两个npc之间的战斗是如何变成一个简单的团队攻击和防御的过程。这些原语会让玩家反感,破坏了开发者构思的部分游戏玩法。同样,它也适用于历史事件的可视化。为了实现准确的重建,智能体的行为必须与人类的行为相似。本文简要回顾了一些著名的人工智能开发方法,比较了它们的有效性,并提出了一种新的人工智能开发方法,该方法基于战略、战术和决策操作三个层面的相互作用,模拟非玩家角色在近战和远程战斗中的行为。结合知名的人工智能开发方法,通过使用Voronoi图,改变基础智能体的模型,提高智能体对环境的理解。本文提出的方法与最流行的设计方法和效用-人工智能行为树方法的结果明显不同,在生存时间、有用资源的使用、杀死敌人的数量等关键指标上显著缩短了距离。所使用的方法模仿玩家的行动,同时排除人为错误因素和意外行动。设计出来的AI能够很准确地模拟玩家的逻辑行动,但仍然比真正的玩家更具可预测性。数学计算和每帧的权重分布对性能没有显著影响,这允许在一个场景中同时模拟许多代理的行为,而不会损失性能并影响游戏玩法的最终感觉。
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