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1、華中師范大學(xué)碩士學(xué)位論文3D游戲場(chǎng)景中虛擬角色的智能尋徑應(yīng)用研究姓名:何文雅申請(qǐng)學(xué)位級(jí)別:碩士專業(yè):計(jì)算機(jī)應(yīng)用技術(shù)指導(dǎo)教師:魏開(kāi)平20090501⑨碩士學(xué)位論文MASTER’STHESIS中文摘要近年來(lái)人工智能漸漸成為改善和提高游戲質(zhì)量的熱門(mén)研究課題之一,在游戲設(shè)計(jì)中開(kāi)發(fā)者越來(lái)越重視虛擬角色的智能行為。在游戲開(kāi)發(fā)中,人工智能是一個(gè)既重要而又復(fù)雜的模塊,虛擬角色的尋徑問(wèn)題是人工智能運(yùn)用于游戲的最基本問(wèn)題之一。在當(dāng)今游戲領(lǐng)域,A木算法是被使用最廣泛的智能尋路算法,也是最有效的最短路徑搜索算法。本文主要針對(duì)游戲開(kāi)發(fā)過(guò)程中的智能尋徑技相關(guān)術(shù)進(jìn)行研究,并將智能尋徑應(yīng)用于3D游戲
2、場(chǎng)景中;分析了在游戲設(shè)計(jì)中的尋路思想,游戲虛擬角色的智能行為以及三維場(chǎng)景中的路徑規(guī)劃系統(tǒng);不同的尋路算法有不同的搜索策略、時(shí)間效率、空間消耗與應(yīng)用場(chǎng)合,本文分析對(duì)比了多種路徑搜索算法,選擇被廣泛應(yīng)用的A+算法進(jìn)行尋路,并通過(guò)導(dǎo)航網(wǎng)格數(shù)據(jù)來(lái)形成搜索空間,針對(duì)場(chǎng)景的地形因素對(duì)地形和障礙物進(jìn)行分類,生成用于尋路的導(dǎo)航網(wǎng)格。在此基礎(chǔ)上應(yīng)用A幸算法進(jìn)行尋路,并分析了路徑的優(yōu)化技術(shù),針對(duì)游戲中路徑搜索的具體要求從搜索效率、路徑的真實(shí)平滑性等方面對(duì)A幸算法進(jìn)行了優(yōu)化和改進(jìn)。最后根據(jù)不同地形的特征參數(shù)設(shè)計(jì)了地形代價(jià)因子,改進(jìn)了傳統(tǒng)A幸算法的估價(jià)函數(shù)。本文通過(guò)生成和優(yōu)化多邊形導(dǎo)航網(wǎng)格,
3、并基于導(dǎo)航網(wǎng)格實(shí)現(xiàn)了A幸尋路過(guò)程,從整體提高了路徑搜索的效率,在實(shí)際應(yīng)用中得到了較為理想的結(jié)果。關(guān)鍵詞:智能尋徑;導(dǎo)航網(wǎng)格;A木算法;地形代價(jià)AbstractInrecentyears,artificialintelligencegraduallybecomesoneofthehottesttopicsinimprovingandenhancingthequalityofthegames.Moreandmoreattentionshouldbepaidtotheintelligentbehaviorsofvirtualcharacters.Duringthegamed
4、evelopmentprocess,artificialintelligenceisanimportantandcomplicatedmodule,andpath-fmdingisoneofthemostbasicproblemsinartificialintelligenceappliedtoelectronicgames·A'algorithmisprovedtobethemostwidelyusedAIPath-findingalgorithm,whichisalsothemosteffectiveshortest-pathsearchalgorithm.Thi
5、sthesisfocusesonintelligentpath—findingtechnologiesintheprocessofgamedevelopment,andappliesthesetechnologiesinthe3Dgameenvironment.Atthesametime,thisthesisanalyzespath-findinginthegamedesign,theintelligentbehaviorofthevirtualcharacters,aswellaspath—planningsystemofthe3Dscene.Thereareman
6、ypath.findingalgorithms,whichhavedifferentsearchstrategies,timeefficiencyandspaceefficiency,SOtheyhavedifferentapplicationsituations.Thisthesisalsoanalyzesandcontrastssomepath.findingalgorithms,andchoosesthewildlyusedA宰algorithm,receiveasearchspacethroughthedataofnavigationmesh,classify
7、theterrainandobstaclesbythelandscapescenes,andgeneratethenavigationmeshforpath-finding.Forthespecialrequirementsofpath-findingingame,theA幸algorithmisoptimizedandimprovedintheefficiencyofsearch,thesmoothabilityofthepath.Finally,accordingtothefeaturesofdifferentterrain,theimpactf