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- 2018-06-05 发布于浙江
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游戏要好玩需发展良好的AI【精品-ppt】
Evolving Reactive NPCs for the Real-Time Simulation Game Motivation AI in computer games has been highlighted in recent, but manual works for designing the AI cost a great deal. Objective Designing NPCs’ behaviors without relying on human expertise. Basic behavior model Two different grid scales are used for the input of the neural network such as 5×5 and 11×11. Co-evolutionary behavior generation We use the genetic algorithm to generate behavior systems that are accommodated to several environments. Experiment and Results 5×5 obtains lower winning averages for complex environment, w
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