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Unit logic control method for simulating large-scale battlefield

A logic control, large-scale technology, applied in the field of information processing, can solve problems such as rear units walking around, other programs unable to respond, unable to simulate scene effects, etc., to achieve the effect of improving efficiency and reducing computer computing burden

Active Publication Date: 2015-01-28
上海创图网络科技股份有限公司
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AI Technical Summary

Problems solved by technology

If tens of thousands of units are not optimized, the system may be blocked, so that other programs cannot respond, which will seriously affect the performance and execution efficiency of the computer itself, and will also have a fatal impact on the game experience
Secondly, for the calculation of multi-unit behavior, since the attack range of a unit is an important attribute that must appear in the game, this attribute affects the timing of each unit's execution order, and finally forms a visible battlefield performance. The current battlefield often has There are some bad logical performances, for example: the front row of archers and the enemy archers start to shoot at each other, and all the rear units will not attack because the range is not enough to cover the opponent's target, and instead execute the movement behavior, the units will logically There is a chaotic scene where the rear units are walking around, which cannot simulate the scene effect of the real battlefield

Method used

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  • Unit logic control method for simulating large-scale battlefield

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Embodiment

[0020] A unit logic control method for simulating a large-scale battlefield. This method is suitable for the behavior logic control of units in large-scale combat in real-time strategy games. The battlefield is divided into multiple sections according to the map data of the battlefield, and all units are distributed according to coordinates. in different areas of the battlefield.

[0021] In the general logic control method, the attack range is the size of the range where the unit searches for the attack target. If there is a target within the range, the condition of being attacked is satisfied. In this method, the unit’s attack determination range is different from the traditional model. The attack range is divided into the execution attack range and the preparation attack range. The attack range is large, and it is used to judge multiple queues. The entire behavior logic control includes the stage of searching for enemies, the first behavior stage, the movement stage and th...

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Abstract

The invention relates to a unit logic control method for simulating a large-scale battlefield. The method is applicable to action logic control in a real-time strategy game during unit large-scale fight. The action logic control comprises an enemy searching stage, a first action stage, a movement stage and a second action stage; an attack judgment range of each unit comprises an execution attack range and a preparation attack range; and the method comprises the following steps of: carrying out action logic control on un its on the whole battlefield through sequentially carrying out the enemy searching stage, the first action stage, the movement stage and the second action stage on the units, and realizing simulation of the large-scale battlefield. Compared with the prior art, the unit logic control method for simulating the large-scale battlefield has the advantages of reality in simulation effect, less information processing burden, high processing efficiency and the like.

Description

technical field [0001] The invention relates to an information processing method, in particular to a unit logic control method for simulating a large-scale battlefield. Background technique [0002] The calculation of large-scale unit battles is applied in various computer fields, especially in some well-known games on the market. [0003] The traditional battlefield calculation method is mainly divided into three stages: the enemy detection stage, the behavior stage, and the movement stage. In the stage of searching for enemies, according to a certain attribute of the units in the game, formulate corresponding AI behaviors, and obtain corresponding targets by comparing all units on the battlefield. In the behavior phase, when the unit obtains the previously determined reference target, the unit will perform a series of procedural behaviors according to the preset AI, and the behavior will consume the corresponding action value. The behavior generally includes: executing th...

Claims

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Application Information

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IPC IPC(8): A63F13/45G06F19/00A63F13/822
Inventor 庄易霖杨云杰林秀全
Owner 上海创图网络科技股份有限公司