Implementing AI for Non-player Characters in 3D Video Games

被引:10
|
作者
Kopel, Marek [1 ]
Hajas, Tomasz [1 ]
机构
[1] Wroclaw Univ Sci & Technol, Fac Comp Sci & Management, Wybrzeze Wyspianskiego 27, PL-50370 Wroclaw, Poland
关键词
Artificial intelligence; Video game; Non-player character; Neural network; enetic algorithm; Q-learning; Unreal engine; NEURAL-NETWORKS;
D O I
10.1007/978-3-319-75417-8_57
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
The purpose of this work was to find a solution for implementing intelligent behavior of independent NPC agents (non-player characters) in video games. NPC is a computer operated character - usually an enemy to the human user player. In modern video games NPCs are programmed to mimic human player behaviour to increase realism. Four approaches to NPC AI implementation were compared: decision tree, genetic algorithm, Q-learning, and a hybrid method. Results were aggregated and discussed along with recommending the best approach.
引用
收藏
页码:610 / 619
页数:10
相关论文
共 50 条
  • [21] Intelligent Behavioral Design of Non-player Characters in a FPS Video Game Through PSO
    Diaz, Guillermo
    Iglesias, Andres
    ADVANCES IN SWARM INTELLIGENCE, ICSI 2017, PT I, 2017, 10385 : 246 - 254
  • [22] Agents That Relate: Improving the Social Believability of Non-Player Characters in Role-Playing Games
    Afonso, Nuno
    Prada, Rui
    ENTERTAINMENT COMPUTING - ICEC 2008, 2008, 5309 : 34 - 45
  • [23] Evolution of the Weight Vectors in Mahjong Non-Player Characters
    Handa, Hisashi
    2013 WORLD CONGRESS ON NATURE AND BIOLOGICALLY INSPIRED COMPUTING (NABIC), 2013, : 147 - 152
  • [24] Artificial Psychosocial Framework for Affective Non-player Characters
    Klinkert, Lawrence J.
    Clark, Corey
    ADVANCES IN ARTIFICIAL INTELLIGENCE AND APPLIED COGNITIVE COMPUTING, 2021, : 695 - 714
  • [25] Self-Motivated Learning of Achievement and Maintenance Tasks for Non-Player Characters in Computer Games
    Ismail, Hafsa
    Merrick, Kathryn
    Barlow, Michael
    2014 IEEE SYMPOSIUM ON COMPUTATIONAL INTELLIGENCE FOR HUMAN-LIKE INTELLIGENCE (CIHLI), 2014, : 44 - 51
  • [26] Financial Control of the Evolution of Autonomous Non-player Characters
    Ashlock, Daniel
    Nguyen, Sylvia
    2011 IEEE CONGRESS ON EVOLUTIONARY COMPUTATION (CEC), 2011, : 828 - 835
  • [27] Evolving Strategies for Non-player Characters in Unsteady Environments
    Weicker, Karsten
    Weicker, Nicole
    APPLICATIONS OF EVOLUTIONARY COMPUTING, PROCEEDINGS, 2009, 5484 : 313 - +
  • [28] User-recordable non-player characters for Croquet
    McCahill, Mark P.
    Wendland, Liz
    Moore, Peter
    C5 2007: FIFTH INTERNATIONAL CONFERENCE ON CREATING, CONNECTING AND COLLABORATING THROUGH COMPUTING, PROCEEDINGS, 2007, : 131 - +
  • [29] Facial Features of Non-player Creatures Can Influence Moral Decisions in Video Games
    Ferstl, Ylva
    Kokkinara, Elena
    McDonnell, Rachel
    ACM TRANSACTIONS ON APPLIED PERCEPTION, 2017, 15 (01)
  • [30] A SCALABLE APPROACH TO BELIEVABLE NON PLAYER CHARACTERS IN MODERN VIDEO GAMES
    Rankin, A.
    Acton, G.
    Katchabaw, M.
    11TH INTERNATIONAL CONFERENCE ON INTELLIGENT GAMES AND SIMULATION, GAME-ON 2010, 2010, : 40 - 47