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The Evolution of Gamebots for 3D First Person Shooter (FPS)

机译:3D第一人称射击游戏(FPS)游戏机器人的演变

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摘要

The implementation of Artificial Intelligence (AI)in 3-Dimensional (3D) First Person Shooter (FPS) game is quite general nowadays. Most of the conventional AI bots created are mostly from hard coded AI bots. Hence, it has limited the dynamicity of the AI bots and therefore it brings to a fixed strategy for gaming. The main focus of this paper is to discuss the methodologies used in generating the AI bots that is competitive in the FPS gaming. In this paper, a decision making structure is proposed. It has been combined with the Evolutionary Programming in generating the required AI controllers. Hence, there are two methodology discussions involved: (1) the proposed decision making structure and (2)the Evolutionary Programming used. The experiments show highly promising testing results after the generated AI bots have been tested and compared with the conventional ruled based AI bots. It proves that the generated AI bots using the combination of Evolutionary Programming and decision making structure performed better than those AI bots generated using conventional ruled based strategy which is hard coded and time consuming to develop.
机译:如今,在3D(3D)第一人称射击游戏(FPS)游戏中实施人工智能(AI)的工作非常普遍。创建的大多数常规AI机器人大多来自硬编码的AI机器人。因此,它限制了AI机器人的动态性,因此带来了一种固定的游戏策略。本文的主要重点是讨论用于生成在FPS游戏中具有竞争力的AI机器人的方法。本文提出了一种决策结构。在生成所需的AI控制器时,已将其与Evolutionary Programming结合在一起。因此,涉及两个方法论讨论:(1)提出的决策结构和(2)使用的进化规划。实验表明,在对生成的AI机器人进行测试并将其与常规的基于规则的AI机器人进行比较之后,测试结果很有希望。事实证明,结合进化编程和决策结构生成的AI bot的性能优于使用常规的基于规则的策略生成的AI bot,这些AI bot编码困难且开发耗时。

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