Planning for millions of NPCs in Real-Time

被引:1
|
作者
Guillaume, Prevost [1 ]
Stephane, Cardon [1 ]
Eric, Jacopin [1 ]
Tristan, Cazenave [2 ]
Christophe, Guettier [3 ]
机构
[1] CReC St Cyr AMSCC, F-56380 Guer, France
[2] Univ Paris Dauphine PSL, LAMSADE, F-75775 Paris, France
[3] Safran, Safran Elect & Def, F-35300 Fougeres, France
关键词
Artificial Intelligence; Action Planning; SAS Planning; Real-Time; Post-unique; Unary; Linear Time Algorithm; COMPLEXITY;
D O I
10.1109/SSCI51031.2022.10022239
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
We address the problem of scaling the generation of plans in real-time to control the behaviors of several millions of Non-Player Characters (NPCs) in video-games and virtual worlds. Search-based action planning, introduced in the game F.E.A.R. in 2005, has an exponential time complexity managing at most several tens of NPCs per frame. A close study of the plans generated in first-person shooters shows that: (1) states are vectors of enumerated values, (2) both initial and final states can be totally defined, (3) actions are both post-unique and unary, (4) plans are totally ordered, and (5) actions occur only once in plans. (1) to (5) satisfy the Simplified Action Structure (SAS) linear time planning framework SAS-PUT1. We strengthen previous claims on this framework saying that the associated linear time algorithm P is capable of managing several millions of NPCs per frame by testing it on three new realistic benchmarks that are based on commercial video games.
引用
收藏
页码:330 / 336
页数:7
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