论文标题

战斗游戏的行为算法简介

Introduction to Behavior Algorithms for Fighting Games

论文作者

Gajardo, Ignacio, Besoain, Felipe, Barriga, Nicolas A.

论文摘要

对手人工智能(AI)在战斗电子游戏中的质量至关重要。其他一些游戏类型可以依靠他们的故事或视觉效果,但是格斗游戏全都与对抗性体验有关。在本文中,我们将在视频游戏中介绍标准行为算法,例如有限状态机器和行为树,以及最新的发展,例如蒙特卡洛树搜索。我们还将讨论这些算法的现有和潜在组合,以及它们如何用于格斗游戏。由于我们处于格斗游戏的财务高峰,无论是休闲运动员还是在比赛中,因此在战斗游戏AI上建立和扩展非常重要,因为它是这个不断增长的市场的支柱之一。

The quality of opponent Artificial Intelligence (AI) in fighting videogames is crucial. Some other game genres can rely on their story or visuals, but fighting games are all about the adversarial experience. In this paper, we will introduce standard behavior algorithms in videogames, such as Finite-State Machines and Behavior Trees, as well as more recent developments, such as Monte-Carlo Tree Search. We will also discuss the existing and potential combinations of these algorithms, and how they might be used in fighting games. Since we are at the financial peak of fighting games, both for casual players and in tournaments, it is important to build and expand on fighting game AI, as it is one of the pillars of this growing market.

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