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Research And Design Of Game Intelligent Behavior Based On Unity 3D

Posted on:2019-02-17Degree:MasterType:Thesis
Country:ChinaCandidate:T ZhaiFull Text:PDF
GTID:2348330545480627Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
With the continuous improvement of computer hardware performance and the development of the video game industry,the effect of computer game has reached the level of spurious truth,and other means such as sound effects make the game more realistic.However,in addition to these means,what making the game more attractive is the interaction between the game and the player.Through interactions to make players feel fresh and emotionally connected to enhance the gaming experience.The game artificial intelligence is to solve this problem.Through the performance of game intelligent actors,the personification and intelligentization of game personas can be made,which can make players generate longer interest and make it more difficult to predict the behavior of game characters.So they feel similar human intelligence experience,greatly improved the playability of the game.The main contents of this paper are as follows:1.Aiming at the game intelligent behavior body problem analysis algorithm,analyzed including breadth first algorithm,Dijkstra algorithm,best first greedy algorithm.Analyzing the shortcomings of the three algorithms,and putting forward the main algorithm using A* routing algorithm as path planning according to the former algorithms.The smoothing algorithm is used to optimize the A* routing.2.For the decision algorithm problem of game intelligent behavior body,the commonly used decision algorithm finite state machine is discussed,and its shortcomings are analyzed.The behavior tree technology is introduced in detail,and the advantage of using behavior tree technology as decision algorithm is discussed.3.We designed a third person shooter game(TPS)based on Unity3 D.In the game,NPC can use different measures to interact with players by judging its state and behavior.You can use running,evade,cover and other means to prevent the player from shooting.The game adopts the smooth A* path finding algorithm and the behavior tree decision algorithm in the above discussion.The availability of the algorithm is verified.This paper summarizes the common framework of the game artificial intelligence by the analysis of the game industry and the present situation of the game artificial intelligence.From the motion layer and behavior layer of the framework,we study path planning algorithm and behavior decision algorithm,and propose the optimized A* way finding and behavior tree decision algorithm.The A* routing algorithm and the behavior tree decision algorithm are usedas the game artificial intelligence algorithm.Through the design of a TPS game,we can find that NPC uses different behaviors and means to shoot players,which is of randomness.And some of the players' actions,such as return attacks,will also affect the NPC,thereby affecting the process of the game and increasing the playability.
Keywords/Search Tags:Game AI, A star routing algorithm, behavior tree, Unity 3D, third person shooter game
PDF Full Text Request
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