Staying Hidden: An Analysis of Hiding Strategies in a 2D Level with Occlusions

Navjot Singh, Clark Verbrugge
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引用次数: 2

Abstract

The need to stay hidden from opponents is a common feature of many games. Defining algorithmic strategies for hiding, however, is difficult, and thus not usually a non-player character activity outside of very simple or scripted behaviours. In this work we explore several algorithmic approaches for ensuring a character can remain hidden with respect to another, moving agent. We compare these strategies with an upper-bound solution based on a known opponent path, giving us a mechanism for evaluating both relative efficacy and for understanding the different factors that affect success. Experimental evaluation considers multiple levels, including ones adapted from commercial games, and also examines the impact of relative movement speed and different observer movements. Our analysis shows that simple cost-effective approaches to hiding are feasible, but success strongly depends on level geometry, with a large gap remaining between heuristic and optimal performance.
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保持隐藏:2D关卡中有遮挡的隐藏策略分析
隐藏对手是许多游戏的共同特点。然而,定义隐藏的算法策略是很困难的,因此除了非常简单或脚本化的行为之外,通常不是非玩家角色的活动。在这项工作中,我们探索了几种算法方法,以确保角色可以相对于另一个移动代理保持隐藏。我们将这些策略与基于已知对手路径的上限解决方案进行比较,从而为我们提供了一种评估相对有效性和理解影响成功的不同因素的机制。实验评估考虑了多个层面,包括改编自商业游戏的层面,还检查了相对移动速度和不同观察者运动的影响。我们的分析表明,简单有效的隐藏方法是可行的,但成功与否很大程度上取决于水平几何,启发式和最优性能之间存在很大差距。
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