与传统的将人工智能技术嵌入到游戏引擎的设计方式不同,通过为自主非玩家角色(Autonomous Nonplayer Characters,ANPCs)设计一类智能控制器将人工智能技术从游戏引擎中分离出来.用户通过三个接口与智能控制器交互,三个接口分别描述了ANPC的感知、思考以及行动.提出了一种扩展的情景演算来融合三个接口,并解决ANPC行动结果的不确定性以及为ANPC从认知模型回到实用世界模型提供形式化.基于ANPC模型实现了一个用于游戏的人工智能平台,实验证实利用该平台可以很方便地创建与真实玩家对抗的ANPCs.
Historically, nonplayer characters(NPCs) were simulated as part of the game logic. Unlike traditional techniques, a new intelligent controller (IC) was designed for autonomous NPCs(ANPCs), which separates AI logic from game engine. Users communicate with the IC by three interfaces which def'me sensing,thinking and acting of ANPCs. An extension to situation calculus is proposed to help implement the IC. The extension includes the introduction of epistemic fluent and the definition of linguistic epistemic fluent to solve uncertain effects of actions and the potentially uncountable number of possible worlds, and incorporating sensing into the effect axioms to make ANPC come back the real-world model from its cognitive model.A game AI platform based on the model is built. It proves to be especially convenient for creating ANPCs which can counteract with player characters by applying the platform to game Quake 2.