Method and device for testing artificial intelligence behavior in game and electronic equipment

An artificial intelligence and behavioral technology, applied in indoor games, video games, software testing/debugging, etc., which can solve problems such as imperfect test logic, execution failure, and inability to obtain accurate results.

Active Publication Date: 2017-08-22
NETEASE (HANGZHOU) NETWORK CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

First of all, when it comes to numerical correlation, the results cannot be obtained accurately, and it can only be estimated manually, which is inaccurate and inefficient
Secondly, some AI behavior tree branches may be missed through self-combination, resulting in incomplete test coverage
In addition, the test logic of this method is not sound. It does not start from the most basic single behavior tree combination node and the basic function node of the game. If there is a behavior tree branch with a single node with defective functions later, the execution of this branch will fail. It may mislead testers to judge that it is a problem with other nodes and conditions of this branch
Moreover, this method lacks the relevant parts of result collection, and in the face of a large number of AI behavior trees, it cannot intuitively give the execution status of each tree

Method used

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  • Method and device for testing artificial intelligence behavior in game and electronic equipment
  • Method and device for testing artificial intelligence behavior in game and electronic equipment
  • Method and device for testing artificial intelligence behavior in game and electronic equipment

Examples

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Embodiment Construction

[0039] Example embodiments will now be described more fully with reference to the accompanying drawings. Example embodiments may, however, be embodied in many forms and should not be construed as limited to the embodiments set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of example embodiments to those skilled in the art. The same reference numerals denote the same or similar parts in the drawings, and thus their repeated descriptions will be omitted.

[0040] Furthermore, the described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided in order to give a thorough understanding of embodiments of the invention. However, those skilled in the art will appreciate that the technical solutions of the present invention may be practiced without one or more of the ...

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Abstract

The invention relates to a method and a device for testing an artificial intelligence behavior in a game and electronic equipment. The method comprises the following steps: modeling an artificial intelligence behavior tree in a configuration file to obtain a tree object; performing node splitting on the tree object to obtain a node set, performing branch splitting on the tree object to obtain a branch set and respectively recording execution conditions of branches in the branch set; respectively loading nodes in the node set into the game for test, respectively loading the branches in the branch set into the game for test after the recoded execution conditions are set and respectively loading the tree object into the game for test after the recoded execution conditions are set. Through the method and the device provided by the invention, the test efficiency aiming at an AI behavior in the game test can be improved.

Description

technical field [0001] The present application relates to the technical field of software testing, in particular, to a method, device and electronic equipment for testing artificial intelligence behavior in games. Background technique [0002] In the current major games, whether it is a terminal game or a mobile game, there are more or less game characters such as NPCs and monsters in the dungeon, and these game characters have a set of fixed logic to control them. They simulate real character behaviors, and these game behaviors are usually called AI behaviors. As small as a mob in a dungeon, as large as a big boss in a dungeon, they all rely on AI behaviors of different complexity to control. In a game, with the increase of monsters and bosses, the number of AI behaviors also increases. A large game may contain hundreds or even thousands of different AI behavior logics. In game development, an AI behavior is controlled by a text based on XML format, which is similar to th...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): A63F13/56A63F13/60G06F11/36
CPCA63F13/56A63F13/60G06F11/3688A63F2300/60A63F2300/65
Inventor 王钞仕
Owner NETEASE (HANGZHOU) NETWORK CO LTD
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