Enemy evaluation AI for 2D action-platform game

Pichit Promsutipong, Vishnu Kotrajaras
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引用次数: 1

Abstract

Enemy plays an important role in providing challenge in action-platform games. Our intention is to generate enemies automatically. To ensure that our enemies can be used in actual games, we need to evaluate their qualities. Using human players for the evaluation is not feasible if we generate a lot of enemies or if we are going to use the algorithm in actual games. Our approach is to create a player AI that can play action-platform games with the same performance as human players. That AI's battle performance will then be used to evaluate the generated enemies. This paper presents the definition of battle performance and the AI implementation, combining FSM, search and rule-based heuristics. The AI is shown to perform similar to human players.
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2D动作平台游戏的敌人评估AI
敌人在动作平台游戏中扮演着提供挑战的重要角色。我们的目的是自动制造敌人。为了确保我们的敌人能够在实际游戏中使用,我们需要评估他们的品质。如果我们产生了大量敌人,或者我们打算在实际游戏中使用算法,那么使用人类玩家进行评估就不可行。我们的方法是创造一个玩家AI,它可以像人类玩家一样玩动作平台游戏。AI的战斗表现将用于评估生成的敌人。结合FSM、搜索和基于规则的启发式方法,提出了战斗性能的定义和人工智能的实现。AI的表现与人类玩家相似。
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