使用行为对象来管理虚拟世界中的复杂性

Martin Černý, T. Plch, M. Marko, Jakub Gemrot, Petr Ondrácek, C. Brom
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引用次数: 5

摘要

在过去几年里,商业开放世界游戏(owg)中非玩家角色(npc)的高级AI质量一直在提高。然而,由于游戏行业的特定限制,这种增长一直很缓慢,它是由更大的预算驱动的,而不是采用新的复杂AI技术。大多数当代AI仍然以硬编码脚本的形式呈现。脚本代码库的复杂性和可管理性是限制AI进一步改进的关键因素之一。在本文中,我们解决了这个问题。我们提出了行为对象(BO)——一种用于开发大型owg中NPC行为的通用方法。BOs受面向对象编程的启发,扩展了智能对象的概念。我们的方法将多个相关行为的数据和代码封装在一个地方,隐藏内部细节并在环境中嵌入智能。bo是我们在即将到来的AAA OWG中实现的五种不同技术的自然抽象,用于管理AI复杂性。我们在行为树的上下文中报告实现的细节以及在开发过程中获得的经验教训。我们的研究应该对学术界和工业界的人工智能架构设计师起到启发作用。
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Using Behavior Objects to Manage Complexity in Virtual Worlds
The quality of high-level AI of nonplayer characters (NPCs) in commercial open-world games (OWGs) has been increasing during the past years. However, due to constraints specific to the game industry, this increase has been slow and it has been driven by larger budgets rather than adoption of new complex AI techniques. Most of the contemporary AI is still expressed as hard-coded scripts. The complexity and manageability of the script codebase is one of the key limiting factors for further AI improvements. In this paper, we address this issue. We present behavior objects (BO)—a general approach to development of NPC behaviors for large OWGs. BOs are inspired by object-oriented programming and extend the concept of smart objects. Our approach promotes encapsulation of data and code for multiple related behaviors in one place, hiding internal details and embedding intelligence in the environment. BOs are a natural abstraction of five different techniques that we have implemented to manage AI complexity in an upcoming AAA OWG. We report the details of the implementations in the context of behavior trees and the lessons learned during development. Our study should serve as an inspiration for AI architecture designers from both the academia and the industry.
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来源期刊
IEEE Transactions on Computational Intelligence and AI in Games
IEEE Transactions on Computational Intelligence and AI in Games COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
4.60
自引率
0.00%
发文量
0
审稿时长
>12 weeks
期刊介绍: Cessation. The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.
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