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公开(公告)号:KR1020070061288A
公开(公告)日:2007-06-13
申请号:KR1020060084813
申请日:2006-09-04
Applicant: 한국전자통신연구원
IPC: A63F13/833 , A63F13/45 , G06Q50/10
CPC classification number: A63F13/833 , A63F13/45 , G06Q50/10
Abstract: A method for creating and controlling AI characters in fighting action games are provided to enable the AI character to autonomously learn a game rule through fighting with a randomly operated character in an initial stage. An input layer inputs action of an opponent character, action steps, a distance between the opponent character and the AI character, and past action of both characters by using an integer. A hidden layer finds an optimal hidden node by using a non-linear model for estimating the action of the opponent character, the action steps, the distance between the opponent character and the AI character, and the past action of both characters. An output layer selects output nodes as many as the number of actions available to the AI. The AI selects the action outputting the biggest value among the available actions.
Abstract translation: 提供了一种在打击动作游戏中创建和控制人物角色的方法,以使得AI角色能够在初始阶段与随机操作角色的战斗自主地学习游戏规则。 输入层输入对手角色的动作,动作步骤,对方角色和AI角色之间的距离,以及通过使用整数的两个角色的过去动作。 隐藏层通过使用非线性模型来估计对手角色的动作,动作步骤,对方角色与AI角色之间的距离以及两个角色的过去动作,找到最佳隐藏节点。 输出层选择与AI可用动作数相同的输出节点。 AI选择可用动作中输出最大值的动作。