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1、ProceedingsoftheFifthArtificialIntelligenceforInteractiveDigitalEntertainmentConferenceAnArchitectureforGameBehaviorAI:BehaviorMulti-QueuesMariaCutumisu,DuaneSzafronDepartmentofComputingScience,UniversityofAlbertaEdmonton,Canada{meric,duane}@cs.ualberta.caAbst
2、ractWedescribeanAIbehaviorarchitecturethatsupportsresponsivecollaborativeinterruptibleandresumableRelatedWorkbehaviorsusingbehaviorqueues.ThisarchitecturewrapsOtherAIarchitecturesfailtosupportatleastoneofthesetsofbehaviorsintoroles,whichprovideasimpleefficient
3、fivefeatures.Finitestatemachines(FSMs;Houletteandmechanismforencapsulatingbehaviorsintocomponentsthatcanchangedynamically,basedonenvironmentalFu2003),hierarchicalstatemachines(HSMs;Harel1987)criteria.Toillustratetheviabilityofthisarchitectureinaandbehaviorscri
4、ptsarethemostpopulargametechniquescommercialsetting,weimplementedthisarchitectureinfortellinganNPChowtobehave.TwomajordrawbacksBioWareCorp.’sNeverwinterNightsgame.TodemonstrateofFSMsaretheirinabilitytostorestatethatcanbetheusabilityofthisarchitecturebygamedesi
5、gners,wereturnedtolaterandtheirfailuretocapturehigh-levelimplementedasimpleinterfaceinScriptEase,sothatthepatternsthatreoccurfrequently,suchassequencesandarchitecturecanbeutilizedwithnocodingskills.conditionals.Therefore,FSMtechniquesdonotscalewellandtheirrepr
6、esentationmakesbehaviorsdifficulttooutline.ItisparticularlydifficulttocodecollaborationIntroductionusingFSMs.ThereareanumberofextensionstoFSMsGamesneedanAIarchitecturethatsupportsthethatsupportmorecomplexbehaviors,includingStack-straightforwardcreationandreuse
7、ofcomplexcharacterbasedFSMs(forinterruptionandreturn),FuzzyStatebehaviors.SincemostgamesrelyoncustomscriptsforMachines,HierarchicalFSMs(super-statescanbeusedtonon-playercharacters(NPCs),onlyplot-essentialNPCsareshareandreusetransitions),andProbabilisticFSMs.sc
8、ripted,resultinginrepetitivebehaviorsforotherNPCs.NeitherFSMsnortheirextensionHSMsareresumable.Sincecollaborationishardtoscript,itisrareforNPCstoGamesthatuseFSMsincludetheQuakeseri