虚拟环境下仿生机器人的情感研究
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摘要
随着网络技术和计算机图形学的不断发展,3D游戏已经越来越受到广大青少年的喜爱,各种各样的游戏层出不穷,如“魔兽世界”、“孤岛惊魂”等。然而,目前我国的网络游戏市场却基本上为国外产品所占领,而且国内大部分游戏中的角色情感单一、表达简单,往往都是通过故事情节来吸引玩家,大大降低了游戏的品质。因此,丰富游戏中不同角色的情感表达,使之变得灵活多样,从而使游戏更具有娱乐性,成为一个很有意义的研究课题。
     本文首先分析了丰富的情感对于人工智能游戏的存在与发展的必要性和重要性,进而对DirectX开发包和有限状态技术这两项情感系统所涉及的关键技术进行了细致的阐述。接着,给出了三维场景的设计与实现,以及虚拟环境的情感系统中3D模型和有限状态技术的应用与实现。对于有限状态技术,本文具体提出了4个方面的应用:利用有限状态机设计单个情感模块;利用非确定性理论将不同的情感表达的功能模块进行组合来实现情感表达的多样性;利用概率状态机来模拟事件发生的不确定性,从而增强游戏的娱乐价值;利用层次状态机来模拟创建有限状态的情感。对于其中的任何一种应用,本文都给出了具体的设计思想和优势所在。
     非确定性有限状态理论在游戏中的应用是本文的重心所在,该理论的应用为游戏中仿生机器人情感的表达提供了一种随机组合机制,这样使得仿生机器人的情感呈现出了不确定性特点。基于有限状态机自身的特点,设计出来的情感系统,不仅具有仿生机器人自主感知的特点,而且还具备仿生机器人的情感表达方式多样的优点,具有很好的开发前景。本文最后对系统进行了总结,并提出了展望以及需要进一步研究的问题。
With the rapid development of network and computer graphics, 3D games have gained more and more favor from younger. Many kinds of Games emerge in endlessly, such as "The World of Animat","Ghost in isolated island" and so on. While now, our country's network game market is occupied by the products of foreign country on the whole, and most role of a majority of games in our country, whose sensibility are so singleness and their expression are so simplely. Most of them attract people by story scenario, which depress the quality of games. So, inriching emotion expression of different kinds of role in games and making them become more agility and multiplicity have been a meaningful research task.
     Firstly, this paper analysis the necessary and importance of emotion in the existance and development of Agent Intelligence games, then giving a deeply discription on DirextX development package and finite-state technique which are the two key technology involved in emotion system. And the following, paper presents the application and realization of game scene, 3D mudel and finite-state technique in emotion system of visual environment. Thereinto, the design and realization of finite-state technique involved four main aspection: The design of single module by finite-state machine, Combining different modules by nondeterministic finite-state theory in order to realize the diversity of emotion expression, simulating the uncertainty of event by probability finite-state automaton in order to increase amusement of games, simulating the creation of finite-state emotion by hierarchical finite-state automaton. With any application just mentioned above, papar gives its design idea and advantage.
     The application of nondeterministic finite-state theory in games is the core of this paper, its application presents a way of combinition randomly for the emotional expression of animate, so the emotional expression of animate shows uncertainty. Based on the characteristic of finite-state automaton, the emotion system just created, which animat in can apperceive around by itself, and express more diversity. At last, Paper gives a summurization for this system, expectation and the issues which should be study more are also put forward.
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