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Agenti za simulacijo človeškega obnašanja v svetu igre
ID Vitek, Matej (Author), ID Peer, Peter (Mentor) More about this mentor... This link opens in a new window

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MD5: 729210851337FC011E96CFE78920C691
PID: 20.500.12556/rul/6cf6da62-9ac5-44ae-9e06-dc99f3efb5a2

Abstract
Področje umetne inteligence v zadnjem času zelo napreduje, pristopi pod-roč-ja pa se uporabljajo tudi za računalniško vodenje likov v svetu igre. Pojem inteligentnih agentov nam omogoči dobro teoretično podlago za izbiro najprimernejših pristopov za dosego racionalnega obnašanja teh likov. Z dodatkom omejitev na agentove sposobnosti pa dobimo res človeku podobno vedenje. V diplomskem delu smo predstavili in med seboj primerjali različne tipe agentov, ki se v igrah (a ne le v igrah) v ta namen uporabljajo ter predstavili, kako se omejitev sposobnosti implementira v svet igre. Cilj diplomskega dela je prikazati dobre in slabe lastnosti vsakega od agentov in ugotoviti, za izvedbo kakšnih nalog je primeren. Pokazali smo, da so že preprosti agenti lahko povsem primerni za določene naloge, za bolj zahtevne pa agenti pogosto potrebujejo bolj napredne pristope. Ugotovili smo, da na obnašanje najbolj vpliva dodatek ciljne usmerjenosti agentov, poleg nje pa je v veliko pomoč tudi pristop avtomata s stanji.

Language:Slovenian
Keywords:agent, inteligenca, umetna inteligenca, igre, svet igre, razvoj iger
Work type:Bachelor thesis/paper
Organization:FRI - Faculty of Computer and Information Science
Year:2015
PID:20.500.12556/RUL-72425 This link opens in a new window
Publication date in RUL:17.09.2015
Views:2009
Downloads:402
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Secondary language

Language:English
Title:Simulating human-like behaviour in games using intelligent agents
Abstract:
The field of artificial intelligence has come a long way in the past 50 years, and studies of its methods soon expanded to a field in which they are of great practical value -- computer games. The concept of intelligent agents provides a much needed theoretical background for the comparison of various different approaches to intelligent, rational behaviour of computer-controlled characters in games. By combining rationality with certain limitations of the capabilities of our agents, we can achieve very human-like behaviour. In this diploma thesis we introduced and compared various types of agents that are used in games (but not only in games) and showed how to implement meaningful, reasonable limitations to agent capabilities into the game world. The aim of this thesis is to show the strengths and weaknesses of each type of agent and decide what types of tasks it is suitable for. We showed that even the simplest agents can succeed in their tasks in certain task environments, while more difficult task environments often require a more advanced agent architecture. The addition of goals into the agent architecture had the biggest impact on the agent's behaviour, while the finite-state machine approach kept our implementation simple and compact.

Keywords:agent, intelligence, rationality, artificial intelligence, games, game world, game development

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