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Game intelligent body action sequence generation method based on fuzzy behavior tree

An action sequence and agent technology, applied in the field of artificial intelligence, can solve problems such as complex state variable behavior logic, and achieve fast, reliable and accurate calculations

Active Publication Date: 2017-12-08
SOUTH CHINA UNIV OF TECH
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  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

The purpose of the present invention is to use artificial intelligence technology to solve the problem of accurate generation of game agent action sequences with many state variables and complex behavior logic, overcome the defects of existing game agent action sequence generation technology, and provide a fast and reasonable A precise and accurate game agent action sequence generation scheme, the specific technical scheme is as follows

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  • Game intelligent body action sequence generation method based on fuzzy behavior tree
  • Game intelligent body action sequence generation method based on fuzzy behavior tree
  • Game intelligent body action sequence generation method based on fuzzy behavior tree

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Embodiment Construction

[0047] The embodiments of the present invention will be further described below in conjunction with the accompanying drawings, but the implementation of the present invention is not limited thereto.

[0048] Such as figure 1 , the main flow of the game agent action sequence generation method based on fuzzy behavior tree includes the following steps:

[0049] (a) Input the state variables of the fuzzy behavior tree file and the game agent;

[0050] (b) Analyzing the fuzzy behavior tree file and constructing the fuzzy behavior tree;

[0051] (c) Calculate the execution expectations of action nodes with expected values, and update the execution expectations of all nodes from bottom to top;

[0052] (d) traverse and execute the fuzzy behavior tree to generate action sequences;

[0053] (e) Output sequence of actions.

[0054] Step (a) allows the user to input a fuzzy behavior tree file and a set of state variables for game agents. The described fuzzy behavior tree file includ...

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Abstract

The invention provides a game intelligent body action sequence generation method based on a fuzzy behavior tree. A user inputs a fuzzy behavior tree file and a group of state variables of a game intelligent body; then an action sequence of the game intelligent body under the specified state is predicted through the game intelligent body action sequence generation method based on the fuzzy behavior tree; and one action sequence is finally output by analyzing the fuzzy behavior tree file, constructing the fuzzy behavior tree, computing and analyzing execution expectation of nodes in the fuzzy behavior tree, and traversing and executing the fuzzy behavior tree. According to the state variables of the game intelligent body, execution expectation of multiple actions in the fuzzy behavior tree is computed, and action execution tendency of the game intelligent body is predicted. By computing and analyzing the action execution expectation in the fuzzy behavior tree, the game intelligent body action sequence generation method is suitable for the game intelligent body with the more state variables and complex behavior logic, and the reasonable and accurate action sequence of the intelligent body under the specified state can be output.

Description

technical field [0001] The invention relates to the field of artificial intelligence, in particular to a method for generating action sequences of game agents based on fuzzy behavior trees. Background technique [0002] With the gradual improvement of hardware performance and the prosperity and development of popular culture, video games have been improving and catering to the market needs of different times. Today, video games have become one of the main ways of leisure and entertainment for people. For electronic games, the intelligence level of the game agent is an important factor affecting the difficulty of the game, the game experience and the attraction of game players. Among them, the action sequence of the game agent is the key factor affecting the behavior, reaction and intelligent performance of the agent in the game. Game developers need to obtain the action sequence of the game agent and effectively arrange the animation and sound effects of the game agent when ...

Claims

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Application Information

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IPC IPC(8): A63F13/65
CPCA63F13/65A63F2300/60
Inventor 黄翰蔡礼权郝志峰蔡瑞初
Owner SOUTH CHINA UNIV OF TECH
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