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Research Of NPC Intelligent Behavior Based On Unity3D

Posted on:2016-09-13Degree:MasterType:Thesis
Country:ChinaCandidate:S Q MengFull Text:PDF
GTID:2308330461459636Subject:Design
Abstract/Summary:PDF Full Text Request
With the development of computer game industry, the methods to enrich the sensory experience of player, such as graphics, sound and scenario, have been developed to the extreme in the computer game. Its technology is clear enough to real ones, but its speed tend to be slow. So in this time, we need the new technology to promote the game experience and to enhance the game attractive, and the game artificial intelligence technology was born in such an environment. While a game would be able to attract the player and to keep the long time interest, it depends on whether the NPC hehavior could be similar to the behavior of human players, in other words, the NPC must be humanizatipn.The work point of this paper is to research the intelligent behavior of NPC in the Unity3D. The research background is the scene of the police intelligence arrest in the project of the simulation training system. The design was based on Unity3D. The logic guide was used by the Behavior Trees arithmetic. It is to realize the AI behavior of the police NPC and the murderer NPC in project, and complete the function of the police intelligence arrest.First of all, this paper summarize the status of development about the game AI and the design of NPC behavior at home and abroad. It introduced the theory, such as AI, game AI and the NPC behavior. It analyze and contrast the FSM and Behavior Trees that was used widely as the AI arithmetic in Unity3D, and determined that to used the Behavior Trees to realize the intelligent behavior of the NPC. Secondly, according to the needs of the project, it design the Behavior Trees of police NPC and murderer NPC, and expounds the design idea in details. Then, during the production phase, it described the process of using RAIN to set up the Behavior Trees of police NPC and murderer NPC. Finally, it run and test the system, summarizes the test results, and realize the function of the police intelligence arrest.The innovation point of this paper is that the escape route of the murderer NPC was not constant in each operation time. And it is random, and close to the reality. At the same time, the police NPC will automatically adjusted according to the escape route of the murderer NPC. And it will effectively achieve the function of simulation training.This research finally achieved the requirement of project and the preliminary conception. It is simple and efficient to make the intelligent behavior of police NPC and murderer NPC by using Behavior Trees. The system is running well. And it also has a certain guiding significance for the game AI and the design of simulation training.
Keywords/Search Tags:Game AI, NPC, Behavior Trees
PDF Full Text Request
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