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
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