Research on the Behavior of Intelligent Role in Computer Games Based on Behavior Tree

2014 ◽  
Vol 509 ◽  
pp. 165-169 ◽  
Author(s):  
Li Xia Ji ◽  
Jian Hong Ma

Design of intelligent role behavior about computer games is a challenge in the artificial intelligence (AI) field. Finite state machine (FSM) is often used to design the behavior of games. The limitation of FSM is using simple logic to design complex intelligence role behavior, and it cant produce reasonable interactive role behavior in dynamic game environment. This paper studied and proposed a generic behavior tree method. This method can achieve AI framework effectively. It is a generic and maintainable tool for complex processes management. Behavior tree is hierarchical, and all of its layers are parallel. Through conditions and control node of behavior tree, we can use the graphical control various branching behavior clearly, and thus respond more complex intelligent role behavior.

2017 ◽  
Vol 26 (02) ◽  
pp. 1730001 ◽  
Author(s):  
Yoones A. Sekhavat

Although a Finite State Machine (FSM) is easy to implement the behaviors of None-Player Characters (NPC) in computer games, it is difficult to maintain and control the behaviors with increasing the number of states. Alternatively, Behavior Tree (BT), which is a tree of hierarchical nodes to control the ow of decision making, is widely used in computer games to address the scalability issues. This paper reviews the structure and semantics of BTs in computer games. Different techniques to automatically learn and build BTs as well as strengths and weaknesses of these techniques are discussed. This paper provides a taxonomy of BT features and shows to what extent these features are taken into account in computer games. Finally, the paper shows how BTs are used in practice in the gaming industry.


2021 ◽  
pp. 106815
Author(s):  
Tao Zhang ◽  
Chengchao Li ◽  
Dongying Ma ◽  
Xiaodong Wang ◽  
Chaoyong Li

2008 ◽  
Vol 17 (3) ◽  
pp. 365-376 ◽  
Author(s):  
Abdoul-Fatah Kanta ◽  
Ghislain Montavon ◽  
Michel Vardelle ◽  
Marie-Pierre Planche ◽  
Christopher C. Berndt ◽  
...  

Author(s):  
Erik Chumacero-Polanco ◽  
James Yang

Abstract People who have suffered a transtibial amputation show diminished ambulation and impaired quality of life. Powered ankle foot prostheses (AFP) are used to recover some mobility of transtibial amputees (TTAs). Powered AFP is an emerging technology that has great potential to improve the quality of life of TTAs with important avenues for research and development in different fields. This paper presents a survey on sensing systems and control strategies applied to powered AFPs. Sensing kinematic and kinetic information in powered AFPs is critical for control. Ankle angle position is commonly obtained via potentiometers and encoders directly installed on the joint, velocities can be estimated using numerical differentiators, and accelerations are normally obtained via inertial measurement units (IMUs). On the other hand, kinetic information is usually obtained via strain gauges and torque sensors. On the other hand, control strategies are classified as high- and low-level control. The high-level control sets the torque or position references based on pattern generators, user’s intent of motion recognition, or finite-state machine. The low-level control usually consists of linear controllers that drive the ankle’s joint position, velocity, or torque to follow an imposed reference signal. The most widely used control strategy is the one based on finite-state machines for the high-level control combined with a proportional-derivative torque control for low-level. Most designs have been experimentally assessed with acceptable results in terms of walking speed. However, some drawbacks related to powered AFP’s weight and autonomy remain to be overcome. Future research should be focused on reducing powered AFP size and weight, increasing energy efficiency, and improving both the high- and the low-level controllers in terms of efficiency and performance.


2002 ◽  
Vol 12 (12) ◽  
pp. 2927-2936 ◽  
Author(s):  
CARLO PICCARDI ◽  
SERGIO RINALDI

The paper illustrates a method for the design of suitable controllers of chaotic systems characterized by complex peak-to-peak dynamics, namely by a recursive relationship between consecutive peaks (relative maxima) of a scalar output variable. For such systems, a reduced model can be defined which, in general, is a hybrid model composed of a one-dimensional map and a finite-state automaton. The issues related to the identification and control of such a reduced model are discussed with the help of three applications: the Chua's circuit, a market with advertizing, and a CO2laser.


2008 ◽  
Vol 57 (5) ◽  
pp. 661-666 ◽  
Author(s):  
Kanokwan Boe ◽  
Jean-Philippe Steyer ◽  
Irini Angelidaki

Simple logic control algorithms were tested for automatic control of a lab-scale CSTR manure digester. Using an online VFA monitoring system, propionate concentration in the reactor was used as parameter for control of the biogas process. The propionate concentration was kept below a threshold of 10 mM by manipulating the feed flow. Other online parameters such as pH, biogas production, total VFA, and other individual VFA were also measured to examine process performance. The experimental results showed that a simple logic control can successfully prevent the reactor from overload, but with fluctuations of the propionate level due to the nature of control approach. The fluctuation of propionate concentration could be reduced, by adding a lower feed flow limit into the control algorithm to prevent undershooting of propionate response. It was found that use of the biogas production as a main control parameter, rather than propionate can give a more stable process, since propionate was very persistent and only responded very slowly to the decrease of the feed flow which lead to high fluctuation of biogas production. Propionate, however, was still an excellent parameter to indicate process stress under gradual overload and thus recommended as an alarm in the control algorithm.


2017 ◽  
Vol 2017 ◽  
pp. 1-16 ◽  
Author(s):  
Ting Li ◽  
Jinhua Zhang ◽  
Tao Xue ◽  
Baozeng Wang

We present a methodology for a hybrid brain-computer interface (BCI) system, with the recognition of motor imagery (MI) based on EEG and blink EOG signals. We tested the BCI system in a 3D Tetris and an analogous 2D game playing environment. To enhance player’s BCI control ability, the study focused on feature extraction from EEG and control strategy supporting Game-BCI system operation. We compared the numerical differences between spatial features extracted with common spatial pattern (CSP) and the proposed multifeature extraction. To demonstrate the effectiveness of 3D game environment at enhancing player’s event-related desynchronization (ERD) and event-related synchronization (ERS) production ability, we set the 2D Screen Game as the comparison experiment. According to a series of statistical results, the group performing MI in the 3D Tetris environment showed more significant improvements in generating MI-associated ERD/ERS. Analysis results of game-score indicated that the players’ scores presented an obvious uptrend in 3D Tetris environment but did not show an obvious downward trend in 2D Screen Game. It suggested that the immersive and rich-control environment for MI would improve the associated mental imagery and enhance MI-based BCI skills.


2013 ◽  
Vol 461 ◽  
pp. 903-907
Author(s):  
Zhen Chao Zhu ◽  
Zhen Sui ◽  
Yan Tao Tian ◽  
Hong Jiang

Considering the sagittal movement and the lateral swing in the humanoid practical walking, a new humanoid passive dynamic bipedal robot with the lateral movable upper body is proposed in this paper. The finite state machine (FSM) theory is adopted to control the robot, which changes agilely the control strategy according to the practical states of the humanoid gait. In the method, the torque compensation adaptive excitation control strategy is used for sagittal control and PID is applied to the upper body for the robots lateral stability. It is verified by the co-simulation based on ADAMS and MATLAB that the bipedal robot can reach the stable humanoid gait with the high energy efficiency.


2012 ◽  
Vol 6 (4) ◽  
Author(s):  
Sai-Kit Wu ◽  
Tad Driver ◽  
Xiangrong Shen

Lower-extremity orthosis is a type of wearable mechanical device that serves a wide variety of important biomedical purposes, such as gait assistance and rehabilitative training. Due primarily to the constraints associated with actuation technology, the majority of current lower-extremity orthoses are either passive or tethered to external power sources, limiting the functionality of such devices. In this paper, the authors present the research results towards a fully mobile (i.e., untethered) powered lower-limb orthosis, leveraging the high power density of pneumatic actuators for the joint power generation. The design of the orthosis is presented, with the objectives of providing full locomotive assistance in multiple common locomotive modes and generating a minimum level of restriction to the wearer's daily activities. For the control of the orthosis, a finite-state impedance-based controller is developed, which simulates an artificial impedance in order to enable the natural interaction with the wearer. Preliminary testing on a healthy subject demonstrated that the orthosis was able to provide a natural gait and a comfortable user experience in the treadmill walking experiments.


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