Design intelligent character's behavior is a difficult task for computer games, also a challenge for the traditional AI applications field. As the development of computer game graphics techniques become mature, for the developers of video games, the development of intelligent character's behavior becomes more and more important, because it can firmly attracting attention of players, to extend the life cycle of a game. so in order to meet the demand of players, in the modern games, the complexity of intelligent character's behavior dramatically improved. While for the traditional FSM technology, to cope with the game events have its limitations, because it can not to design complex intelligent character's behavior in a simple way. On the other hand because of the hardcoding behavior logic, it also can not generate reasonable interactive character's behavior in dynamic environment. So we need more flexible methods used to develop the intelligent character's behavior for games in order to adapt to the complexity of the modern game.In this paper we will discuss a series of problems to be solved urgently for realizing intelligent character's behavior. First, we research the architecture of intelligent characters, and proposed a architecture which based on the blackboard. Afterwards we analyzed different modeling methods, and put forward a general behavior tree method, it can cope with more complex character's behavior. Finally we achieved a GOAP planning system, to realize the dynamic behavior of intelligent characters. |