2023
DOI: 10.1007/s10462-023-10491-7
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Non-player character decision-making in computer games

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Cited by 6 publications
(2 citation statements)
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“…A typical depth-first algorithm traverses its surroundings and assigns a score to each direction, picking the cell with the highest score to move [11]. This algorithm can find the shortest path from the beginning to the end of the maze [12]. We regard the stop position after the reinforcement learning movement as the starting point, and the NPC departure zone as the endpoint.…”
Section: Improvement Based On Reinforcement Learningmentioning
confidence: 99%
“…A typical depth-first algorithm traverses its surroundings and assigns a score to each direction, picking the cell with the highest score to move [11]. This algorithm can find the shortest path from the beginning to the end of the maze [12]. We regard the stop position after the reinforcement learning movement as the starting point, and the NPC departure zone as the endpoint.…”
Section: Improvement Based On Reinforcement Learningmentioning
confidence: 99%
“…In modern game design, the speed of development in virtual battles and the intensity of actions [1] offer players a variety of strategies and tactical maneuvers [2]. A key aspect is the development of game mechanics that allow players to manage virtual artillery units, adapt to changing conditions, and execute tasks with minimal losses.…”
Section: Introductionmentioning
confidence: 99%