CN106815009A - The method and system of the multiple movable body behaviors of simulation - Google Patents
The method and system of the multiple movable body behaviors of simulation Download PDFInfo
- Publication number
- CN106815009A CN106815009A CN201611105156.1A CN201611105156A CN106815009A CN 106815009 A CN106815009 A CN 106815009A CN 201611105156 A CN201611105156 A CN 201611105156A CN 106815009 A CN106815009 A CN 106815009A
- Authority
- CN
- China
- Prior art keywords
- behavior tree
- behavior
- movable body
- data
- allocation list
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Pending
Links
Classifications
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F8/00—Arrangements for software engineering
- G06F8/30—Creation or generation of source code
Landscapes
- Engineering & Computer Science (AREA)
- Software Systems (AREA)
- General Engineering & Computer Science (AREA)
- Theoretical Computer Science (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
- Processing Or Creating Images (AREA)
Abstract
The invention provides a kind of method and system for simulating multiple movable body behaviors, step 1:All motion states of movable body are divided into corresponding behavior tree node, wherein each behavior tree node corresponds to a motion state and runs the data qualification that the state needs to meet;Step 2:Behavior tree node according to all movable bodies sets up allocation list, and wherein allocation list needs rule as requested to remove to configure behavior and the total behavior tree allocation list of rule generation simulated as needed;Step 3:According to the behavior tree code that total behavior tree allocation list generation can run;Step 4:In control system where behavior tree code is loaded into movable body, control system determines the behavior of each movable body according to behavior tree.The present invention preserves and counts the data of each movable body using behavior tree, it is to avoid computes repeatedly, improves data-handling efficiency;And each movable body is both provided with independent Behavior- Based control system, so as to increased the stability of each movable body.
Description
Technical field
The present invention relates to game technical field, in particular it relates to simulate the method and system of multiple movable body behaviors.
Background technology
Behavior modeling degree now in gaming to multiple movable bodies is not high, such as in football athletic competition, to 22 balls
The simulation of member's behavior generally controls 22 behaviors of sportsman using a main controller, is when main controller goes wrong, then 22 balls
Member is affected.
Such as in football match, each sportsman is owned by N number of state, and each state the inside is needed to M current row
For condition is judged, (N-1) × M repetition can be at most caused to judge that efficiency is low, and maintenance cost is high.
Behavior tree technology has occurred for a long time, can effectively realizing the demand of artificial intelligence, but still do not apply
In simulation physical culture simulated player field, also corresponding optimization is not made for sport category sportsman simulation.
The content of the invention
For defect of the prior art, it is an object of the invention to provide a kind of method for simulating multiple movable body behaviors and
System.
The method of the multiple movable body behaviors of simulation provided according to the present invention, comprises the following steps:
Step 1:Ruuning situation according to multiple movable bodies sets up corresponding behavior tree node, wherein each motion state pair
Answer a behavior tree node;
Step 2:Behavior tree node according to all movable bodies sets up allocation list, and wherein allocation list is needed according to given rule
Then set up;
Step 3:The behavior tree code that can be run is automatically generated according to behavior tree allocation list;
Step 4:By control system process performing tree code, the control system includes being capable of operation action tree code
Software systems;
Step 5:Control system reads outside data and state, data of motion and the output of control movable body and defeated
The state for going out;Wherein, outside refers to any software systems that can provide data and state, described to provide data and state
Software systems include server;Wherein, outside data and state refer to the data and state of movable body.
Preferably, the behavior tree node in the step 1 includes:Output source, controller and several input sources, input
Source is used for reading the data of outside, and controller carries out logical calculated according to the data of outside, and the result of calculating is arrived by output source
Outside, each behavior tree node can preserve the calculating state and data of oneself.
The system of the multiple movable body behaviors of simulation provided according to the present invention, including:
Behavior tree node sets up module:Ruuning situation according to multiple movable bodies sets up corresponding behavior tree node, wherein
Each behavior tree node corresponds to a motion state and runs the data qualification that the state needs to meet;
Allocation list sets up module:For setting up allocation list, and mould as needed according to the behavior tree node of all movable bodies
The behavior of plan and the total behavior tree allocation list of rule generation;
Behavior tree device loading module:For generating behavior tree device and the device energy according to total behavior tree allocation list
The behavior tree code of enough operations;
Analog module:For behavior tree code to be loaded into corresponding behavior tree device, controlled by independent controller
The behavior of each behavior tree device skimulated motion body.
Compared with prior art, the present invention has following beneficial effect:
Preserved using behavior tree and count each in the method for the multiple movable body behaviors of simulation that the 1, the present invention is provided and transported
The data of kinetoplast, it is to avoid compute repeatedly, improve data-handling efficiency.
Independent row is both provided with to each movable body in the method for the multiple movable body behaviors of simulation that the 2nd, the present invention is provided
It is control system, so as to increased the stability of each movable body.
The method of the multiple movable body behaviors of simulation that the 3rd, the present invention is provided can be reduced according to configuration generation Action logic
Substantial amounts of written in code and maintenance.
Brief description of the drawings
The detailed description made to non-limiting example with reference to the following drawings by reading, further feature of the invention,
Objects and advantages will become more apparent upon:
Fig. 1 is behavior tree allocation list schematic diagram in embodiment;
Fig. 2 is the system operation interface schematic diagram of embodiment;
Fig. 3 is the schematic flow sheet of the method in the present invention.
Specific embodiment
With reference to specific embodiment, the present invention is described in detail.Following examples will be helpful to the technology of this area
Personnel further understand the present invention, but the invention is not limited in any way.It should be pointed out that to the ordinary skill of this area
For personnel, without departing from the inventive concept of the premise, some changes and improvements can also be made.These belong to the present invention
Protection domain.
The method of the multiple movable body behaviors of simulation provided according to the present invention, comprises the following steps:
Step 1:Ruuning situation modeling according to multiple movable bodies, that is, set up a set of behavior tree node, wherein behavior burl
Point includes:Several input sources, output source and controller, input source are used for reading the data of outside, and controller is according to outside
Data carry out logical calculated, by output source to outside, each behavior tree node can preserve oneself calculating to the result of calculating
State and data.
Step 2:Allocation list is set up, the allocation list is made up of a variety of behavior tree nodes, simulates as needed
Behavior and rule, are configured to total behavior tree allocation list.
Step 3:According to the behavior tree generation that total behavior tree allocation list generation behavior tree device and the device can run
Code.
Step 4:Behavior tree code is assembled into each behavior tree device, the simulation to movable body behavior is completed;Wherein
Each movable body has a set of independent Behavior- Based control system, therefore, when the control system of arbitrary motion body goes wrong,
The proper motion of other movable bodies is not interfered with.
More detailed explanation is done to the technical scheme in the present invention with reference to specific embodiment.
As shown in Figure 1 and Figure 2, simulation football player behavior situation in play.Behavior tree allocation list in Fig. 1 is
A kind of text, the system correspondence in the present invention generates a device table in behavior tree, and being generated according to allocation list can be with
The control system of operation.Wherein sportsman's data are one kind of input source, and control system can be according to the data of input source and behavior tree
Logic is calculated.Wherein control system can change input source in calculating process and when end.Wherein control system meter
The result of calculation determines the behavior of sportsman as output source.
Specific embodiment of the invention is described above.It is to be appreciated that the invention is not limited in above-mentioned
Particular implementation, those skilled in the art can within the scope of the claims make a variety of changes or change, this not shadow
Sound substance of the invention.In the case where not conflicting, feature in embodiments herein and embodiment can any phase
Mutually combination.
Claims (3)
1. a kind of method for simulating multiple movable body behaviors, it is characterised in that comprise the following steps:
Step 1:Ruuning situation according to multiple movable bodies sets up corresponding behavior tree node, wherein each motion state correspondence one
Individual behavior tree node;
Step 2:Behavior tree node according to all movable bodies sets up allocation list, and wherein allocation list needs to be built according to given rule
It is vertical;
Step 3:The behavior tree code that can be run is automatically generated according to behavior tree allocation list;
Step 4:By control system process performing tree code, the control system includes being capable of the software of operation action tree code
System;
Step 5:Data and state outside control system reading, control data and the output of motion and the output of movable body
State;Wherein, outside refers to any software systems that can provide data and state, described to provide the soft of data and state
Part system includes server;Wherein, outside data and state refer to the data and state of movable body.
2. the method for the multiple movable body behaviors of simulation according to claim 1, it is characterised in that the row in the step 1
For tree node includes:Output source, controller and several input sources, input source are used for reading the data of outside, controller root
Logical calculated is carried out according to the data of outside, by output source to outside, each behavior tree node can be preserved certainly the result of calculating
Oneself calculating state and data.
3. a kind of system for simulating multiple movable body behaviors, it is characterised in that including:
Behavior tree node sets up module:Ruuning situation according to multiple movable bodies sets up corresponding behavior tree node, wherein each
Behavior tree node corresponds to a motion state and runs the data qualification that the state needs to meet;
Allocation list sets up module:Allocation list is set up for the behavior tree node according to all movable bodies, and simulate as needed
Behavior and the total behavior tree allocation list of rule generation;
Behavior tree device loading module:For that can be transported according to total behavior tree allocation list generation behavior tree device and the device
Capable behavior tree code;
Analog module:For behavior tree code to be loaded into corresponding behavior tree device, each is controlled by independent controller
The behavior of behavior tree device skimulated motion body.
Priority Applications (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| CN201611105156.1A CN106815009A (en) | 2016-12-05 | 2016-12-05 | The method and system of the multiple movable body behaviors of simulation |
| PCT/CN2017/110042 WO2018103493A1 (en) | 2016-12-05 | 2017-11-08 | Method and system for simulating behaviours of multiple moving bodies |
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| CN201611105156.1A CN106815009A (en) | 2016-12-05 | 2016-12-05 | The method and system of the multiple movable body behaviors of simulation |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| CN106815009A true CN106815009A (en) | 2017-06-09 |
Family
ID=59105986
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| CN201611105156.1A Pending CN106815009A (en) | 2016-12-05 | 2016-12-05 | The method and system of the multiple movable body behaviors of simulation |
Country Status (2)
| Country | Link |
|---|---|
| CN (1) | CN106815009A (en) |
| WO (1) | WO2018103493A1 (en) |
Cited By (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2018103493A1 (en) * | 2016-12-05 | 2018-06-14 | 上海时年信息科技有限公司 | Method and system for simulating behaviours of multiple moving bodies |
| CN110610089A (en) * | 2019-08-16 | 2019-12-24 | 阿里巴巴集团控股有限公司 | User behavior simulation method and device and computer equipment |
Citations (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN103761108A (en) * | 2014-02-14 | 2014-04-30 | 杭州朗和科技有限公司 | Method and device for achieving behavior tree |
| CN104133667A (en) * | 2013-11-29 | 2014-11-05 | 腾讯科技(成都)有限公司 | AI behavior realization method, AI behavior realization device and AI editor |
| US20150118989A1 (en) * | 2013-10-31 | 2015-04-30 | Kenneth Margon | Notification system using a duplicate start record |
| CN106155658A (en) * | 2015-04-08 | 2016-11-23 | 广州四三九九信息科技有限公司 | The behavior tree editing machine realized based on U3D Plugin Mechanism |
Family Cites Families (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN105117575B (en) * | 2015-06-17 | 2017-12-29 | 深圳市腾讯计算机系统有限公司 | A kind of behavior processing method and processing device |
| CN105656688B (en) * | 2016-03-03 | 2019-09-20 | 腾讯科技(深圳)有限公司 | Condition control method and device |
| CN106815009A (en) * | 2016-12-05 | 2017-06-09 | 上海时年信息科技有限公司 | The method and system of the multiple movable body behaviors of simulation |
-
2016
- 2016-12-05 CN CN201611105156.1A patent/CN106815009A/en active Pending
-
2017
- 2017-11-08 WO PCT/CN2017/110042 patent/WO2018103493A1/en not_active Ceased
Patent Citations (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US20150118989A1 (en) * | 2013-10-31 | 2015-04-30 | Kenneth Margon | Notification system using a duplicate start record |
| CN104133667A (en) * | 2013-11-29 | 2014-11-05 | 腾讯科技(成都)有限公司 | AI behavior realization method, AI behavior realization device and AI editor |
| CN103761108A (en) * | 2014-02-14 | 2014-04-30 | 杭州朗和科技有限公司 | Method and device for achieving behavior tree |
| CN106155658A (en) * | 2015-04-08 | 2016-11-23 | 广州四三九九信息科技有限公司 | The behavior tree editing machine realized based on U3D Plugin Mechanism |
Cited By (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2018103493A1 (en) * | 2016-12-05 | 2018-06-14 | 上海时年信息科技有限公司 | Method and system for simulating behaviours of multiple moving bodies |
| CN110610089A (en) * | 2019-08-16 | 2019-12-24 | 阿里巴巴集团控股有限公司 | User behavior simulation method and device and computer equipment |
| CN110610089B (en) * | 2019-08-16 | 2023-02-28 | 创新先进技术有限公司 | User behavior simulation method, device and computer equipment |
Also Published As
| Publication number | Publication date |
|---|---|
| WO2018103493A1 (en) | 2018-06-14 |
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| Shaker et al. | Ropossum: An authoring tool for designing, optimizing and solving cut the rope levels | |
| MY207864A (en) | Interactive video game system | |
| CN108038545A (en) | Fast learning algorithm based on Actor-Critic neutral net continuous controls | |
| Zhao et al. | On multi-agent learning in team sports games | |
| Tang et al. | Research on artificial intelligence algorithm and its application in games | |
| CN111701246B (en) | Decision configuration method and device for game AI | |
| CN106815009A (en) | The method and system of the multiple movable body behaviors of simulation | |
| CN110458295B (en) | Chess and card level generation method, training method and device based on artificial intelligence | |
| KR101501830B1 (en) | Simulation method and system result of the Baseball game interference | |
| Ilagan | The design and use of conversational intelligent tutoring systems and computer simulation for the use of students of technology entrepreneurship | |
| CN111389011A (en) | Game model training method and device, electronic equipment and medium | |
| CN103679820A (en) | Method for simulating grass body disturbance effect in 3D virtual scene | |
| CN115671736A (en) | Method, device, equipment and storage medium for controlling virtual character in game | |
| US20240390797A1 (en) | Virtual object generation method | |
| CN110891044A (en) | A method of NPC generation and characterization in network test scene | |
| Kleyko et al. | Fly-the-Bee: A game imitating concept learning in bees | |
| da Silva et al. | Playing the original game boy tetris using a real coded genetic algorithm | |
| Raza et al. | On learning coordination among soccer agents | |
| JP7666613B2 (en) | Game player model utilization providing device | |
| Li et al. | UCT algorithm in Amazons human-computer games | |
| Eksin et al. | Game theoretic learning | |
| KR102187880B1 (en) | Method and apparatus for game event guide | |
| CN116109525B (en) | Reinforcement learning methods and devices based on multi-dimensional data enhancement | |
| Ishida et al. | A network self-repair by spatial strategies in spatial prisoner’s dilemma | |
| Thawonmas et al. | Aggregation of action symbol sub-sequences for discovery of online-game player characteristics using KeyGraph |
Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| PB01 | Publication | ||
| PB01 | Publication | ||
| SE01 | Entry into force of request for substantive examination | ||
| SE01 | Entry into force of request for substantive examination | ||
| RJ01 | Rejection of invention patent application after publication | ||
| RJ01 | Rejection of invention patent application after publication |
Application publication date: 20170609 |