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Enhanced NPC Behaviour using Goal Oriented Action Planning - page 20 / 110

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Figure 2 C4 Agent Architecture

The motivation for using the C4 group’s architecture is justified by Orkin through outlining some of the performance issues associated with evaluating preconditions of actions which can sometimes require CPU intensive operations such as ray casts, A* pathfinding etc. However, there are some alterations required to the C4 agent architecture to allow for its use alongside a real-time planner. The subsystems are extended to include targeting, animation and weapons combined with the inclusion of the real-time planner instead of the action system used in figure 2. Each agent has a sensory system that monitors the virtual world and records data in the working memory. There can be a number of sensors, some of which are updated every frame while others may only be updated every few seconds. The working memory is described as being a memory location where information about the virtual world is stored for later use. It is implemented in the agent architecture as it can facilitate

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