Directly affecting an opponent's behavior is one of the most common USES of scripting in game AI.
直接影响一个脚本对手的行为是游戏AI中脚本的一个最常见的用途。
We want to arm you with a thorough understanding of what has worked and continues to work for game AI.
这本书的目的就是让你完全明白游戏的AI做了什么,和要继续做什么。
This means the game AI needs to check a given set of game parameters and then respond to them accordingly.
这就意味着游戏AI需要检查一个给定的游戏参数从而对它们做出反应。
Whilst catching up with recent discussions about game AI on the web, I stumbled on this thread about cover.
我偶尔发现在了这个讨论,终于让我赶上最近在网上关于游戏ai的讨论。
We also want you to learn several promising new techniques to give you a head start toward the future of game AI.
同样也希望你了解几个比较有前途的新技术,为你将来开发下一代游戏AI开个头。
In this case, the game AI is able to use unique elements of the game state to supply a taunt appropriate to the situation.
既然这样,游戏AI就可以根据游戏状态的唯一元素来提供适合当前状况的嘲讽。
Example 8-10 shows how the game AI might can be an appropriate taunt during a battle between a computer-controlled giant and a player-controlled human.
例8 - 10展示了在电脑控制的大力士和玩家控制的人的战斗中游戏AI如何做出适当的嘲讽。
This chapter discusses some of the techniques you can use to apply a scripting system to the problem of game AI, and the benefits you can reap from doing this.
这一章讨论一些如何应用脚本系统到游戏AI问题中去的技术,以及这样做你能获得哪些好处。
The previous script examples show how game AI can respond in a given situation, but it's also sometimes necessary for game characters to have some type of verbal interaction with the player.
先前的脚本实例展示过游戏AI如何给定的状态做出反应,但有时候对于游戏角色来说有必要与玩家进行某种类型的语言交互。
In particular, the demands on the AI are different from a linear game, requiring an approach that, while using established game AI techniques, emphasizes a different aspect of the architecture.
特别的这项工作对AI的要求和线性游戏AI的要求不一样,虽然采用的仍然是现存的AI策略,但是整个AI的架构不尽相同。
It is one thing to use AI within a game with clear rules and clear goals.
在有明确规则和明确目标的游戏中使用人工智能是一回事。
It is by far the most successful and most popular of all the AI techniques in the history of board game programming.
在棋盘游戏程序历史中,它是所有人工智能技术中最为成功和广受欢迎的一项。
Every game consists of a sequence of getting user input, updating the game state, handling AI, playing music and sound effects, and displaying the game.
每一个游戏都由这样的序列组成:获取用户输入,更新游戏状态,处理AI,播放音乐音效,还有显示游戏。
Player input, AI and the updating of the game state have enough with 25 frames per second.
玩家输入,AI和游戏状态的更新每秒25次就足够了。
For this to be useful, however, we need some way for our script to see into the game world and check for conditions that might alter our AI behavior.
这很有用,但是,我们还需要一些方法让我们的脚本进入游戏世界并检查那些可能引起AI行为改变的条件。
In this course, Creating AI with Behavior States in Unreal Engine, you will learn how to use the power of Perception, Awareness, and Behavior States to create AI that add to fun game scenarios.
在本课程中,在虚幻引擎中使用行为状态创建AI,您将学习如何使用感知,意识和行为状态的力量创建添加到有趣的游戏场景的AI。
While the game world in ARMA 2 is so open and so large (about 225km2 of land without loading), the AI must be very smart to just navigate through the world.
由于《武装突袭2》的游戏世界如此之大(大概225平方公里的陆地并无缝载入),AI必须非常聪明的行动于其中。
An addition of a tactical camera system will even be shown to easily observe your AI in any situation regardless of the game situation.
添加一个战术摄像机系统甚至会显示在任何情况下轻松观察你的AI,无论游戏情况。
New AI and enemy tactics and behaviors can be slowly introduced throughout the game.
新ai,敌人战术以及行为可以逐步导入到游戏中。
The AI is the most important part of our game.
AI是我们游戏里最重要的部分。
The issue of the game getting stuck if the last AI player loses in his own turn.
修正当上一回合AI玩家失去其回合导致游戏卡死;
An algorithm on solving 24-point game based on AI searching tree is constructed in this paper.
使用人工智能中搜索树的方法构造了一种利用计算机求解24点游戏解的算法。
An algorithm on solving 24-point game based on AI searching tree is constructed in this paper.
使用人工智能中搜索树的方法构造了一种利用计算机求解24点游戏解的算法。
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