Abstract

With the continuous promotion of Artificial Intelligence (AI) technology in games, researchers are generally willing to pay attention to the effect of AI on game picture quality and man-machine games. However, how to generate a large number of non-player characters (NPC) in a game, especially in a simulation game, is still a problem. Even if some people use machine learning to discover solutions, most answers tend to be limited to copying finite-state machines established by programmers. This paper explores techniques, such as machine learning and maze algorithms, for 2D in-game environments to construct a model that can quickly generate NPCs with 'personality' and adapt to the environment when developing a game. In the process of model construction, the temporal difference algorithm and the depth-first algorithm are used to customize the decision structure for the NPC. At the same time, a simple node-style map generation algorithm is added to restrain NPC. Moreover, an optional neural network model gives the NPC a memory that can be updated. This model successfully realizes the rapid construction of NPC in developing some simple 2D games. In addition, NPCs have a fair amount of intelligence. It can be used during game development or while the game is running and generate a certain number of NPCs in an unfamiliar environment with differences in behavior.

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