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首页 > 技术文章 > 游戏中的 AI 战斗决策(Decision Making) (1)

游戏中的 AI 战斗决策(Decision Making) (1)

在各种不同的游戏中, 战斗敌方角色总是被设计为以击败玩家角色为

目标。 敌方角色的所有行动都是为了达到击败玩家这个目标的, 而我们将决定敌人如何达到目标的系统为基于目标仲裁(Arbitration of Goals)的决策系统构架。

敌方角色为了赢得游戏而具有的行为一般被分为几个高级的目标(High Level Goal), 如:

进攻, 防御, 找到恢复剂, 追逐目标等。

而这样的高级目标是可以嵌套的, 通常一个高级目标总是由两个或多个子目标(Sub Goal) 构成,

举个例子:

‘找到道具’这个目标是由’找到抵达最近的活动的恢复剂的路径’和’跟随路径到恢复剂道 具’以及’捡起道具放到背包中’组成的。

接着, ‘跟随路径’目标又被分解为几个’移动到位置’类型的目标。

每当角色的 AI 决策组件更新的时候, 每个高级的目标都会被评估, 这个评估计算该目 标与指定的角色当前状态的适宜度(Suitability), 并且得分最高的目标将被作为当前角色优 先选择的目标, 接着, 角色将这个高级目标分解成这个必要的子目标, 并尝试一次满足 其中的每一个。 如果不满足则退出这次执行, 如果满足则向前推进直到达到顶层的高级目 标。

==========那啥分割线============================

嘛, 突然想开个系列把一些游戏技术相关的技术与大家分享。所以就有了这个专题。

XD 有空我会经常更新一些火星游戏技术和制作经验谈的。

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