Публікація: Immune Model for Controlling Characters in Computer Games
dc.contributor.author | Korablyov, M. | |
dc.contributor.author | Fomichov, O. | |
dc.contributor.author | Chubukin, O. | |
dc.contributor.author | Antonov, D. | |
dc.contributor.author | Dykyi, S. | |
dc.date.accessioned | 2024-11-28T22:00:18Z | |
dc.date.available | 2024-11-28T22:00:18Z | |
dc.date.issued | 2023 | |
dc.description.abstract | The rapid development of information technologies led to the emergence of new opportunities for game software developers. In the field of game application development, a large number of platforms and patterns of architecture development, as well as game environments, have appeared, which allow simplifying and automating the process of development and deployment of the game software. The game application used in the work simulates a futuristic space world where the player interacts with other characters in a free game space. An analysis of game resources, which can be controlled by the player and other game characters, has been carried out. The main features of the behavior of game characters controlling spaceships on the map of the game world are defined. The task of controlling the behavior of characters in game software can be considered as a classification problem, for which it is proposed to use artificial immune systems. Among the existing immune models, the most promising for practical application is the artificial immune network model, which was chosen as the basis for creating a model for controlling the behavior of characters in computer games. But it cannot be used to solve the problem of managing game characters without additional modifications. A modified model of the immune network – behavioral aiNET (baiNET) was proposed, which can be used to solve the problem under consideration. The software implementation of the game software tool, in which the control of the game characters is carried out using the baiNET model, has been completed. Experimental studies were carried out with different numbers of game characters on different-sized maps of the game world, which showed that the proposed baiNet immune model is effective and simple to implement and modify. This makes it possible to use it to control characters in games of other genres. | |
dc.identifier.citation | Immune Model for Controlling Characters in Computer Games / M. Korablyov, O. Fomichov, O. Chubukin, D. Antonov, S. Dykyi // Information Control Systems & Technologies : The 11-th International Conference (ICST-2023) - p. 214-226. | |
dc.identifier.issn | 1613-0073 | |
dc.identifier.uri | https://openarchive.nure.ua/handle/document/29341 | |
dc.language.iso | en | |
dc.publisher | CEUR Workshop Proceedings (CEUR-WS.org) | |
dc.subject | computer game | |
dc.subject | spaceship | |
dc.subject | game character | |
dc.subject | immune model | |
dc.subject | game application | |
dc.subject | game resources | |
dc.title | Immune Model for Controlling Characters in Computer Games | |
dc.type | Conference proceedings | |
dspace.entity.type | Publication |
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