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[工具插件] AI Director 【指路]谁帮忙翻译下

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发表于 2018-11-26 01:49:33 | 显示全部楼层 |阅读模式

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作者:EtherealCoder
n网https://www.nexusmods.com/skyrim/mods/94857
Summary
Version 1.0 of the AI Director has been released.

This mod contains:
AI Director:The full open-source code for running an AI Director in Skyrim.
AI Director Demo 01:An example implementation of the AI Director in a tiny section of Bthardamz, specifically Bthardamz02.
Perl Parser:The AI Director can export detailed logs for Big Data analysis and Machine Learning. I've provided a tool written in Perl that parses the log files into more conventional formats. If you're running a Windows machine, you can get a free Perl interpreter from [ActiveState]. Read the comments inside the Perl Script to set the proper source directories / files, and you're all set.


A demo video is in the works!


What IS an AI Director?
For those not familiar with the term, an "AI Director" is a special agent in the game that watches player and enemy behavior, and tries to keep an exciting and fun pace. In the famous "Left 4 Dead" series, the AI Director is renown for findingjuuuustthe right time to inject a horde of zombies, some Special Infected, or even a Witch or a Tank to keep the players rolling; but it also finds just the right moments to insert a few Health Packs or other power-ups to help the players rest up before the next challenge.

This "throttling" gives players a positive incentive to move forward (more goodies and power-ups), but prevents players from just sitting idle and camping forever. This pull / push dynamic helps keep things exciting, and also means you'll never experience a level the same way twice. For a great exposition of all this functionality, I highly recommend you check out the video below on the "AI and Games" YouTube channel:https://www.youtube.com/watch?time_continue=12&v=WbHMxo11HcU

What's available here?
As per the summary above, there are three main files here.

AI Director
This is the bare-bones, open-source core of the AI Director. It doesn't affect anything in the game, it just contains the source code and a tiny demo Quest that shows how to attach the code to Quest Aliases to make things happen. Itdoeslog info about the player by default -- modders can check out the log files and read the rich information for design analysis.

AI Director Demo 01
This has a quick example of what you can do with the AI Director. I've modified a small section of Bthardamz02, which you can teleport to using the good ol' console ("coc Bthardamz02"). This dungeon has been modified in many subtle ways:

Squads:The 6 default Afflicted in this area have been given slight buffs, and have been organized into 2 Squads. When a Squad is injured, or if they face an overwhelmingly powerful opponent, they will fall back to their "last stand" position near the exit.

Healing:Each Squad has a healer. When any non-healer is injured, they and the healer will move towards each other to facilitate treatment. If the Healer is significantly injured, they will try to heal themselves rapidly. Note that Healers are dependent on Magicka, so nixing their Magicka pool with things like Shock effects or Magicka Poisons will prevent them from healing. Healers will not heal Random Encounter Actors, even if they're Afflicted (see below).

Detect Life:Each Squad also has a spellcaster that can use Detect Life -- this will detect enemies if they're nearby, but can be escaped with sufficient distance. Since the Spell is DetectLife, it won't work on the player if they're a vampire. Note that a Healer might also double with the ability to Detect Life; similarly, Detect Life consumes Magicka, so depleting the Actor's pool will prevent use of the spell. Lastly, no Random Encounter Actors use Detect Life (see below).

Random Encounters:The AI Director will control the pace / challenge of the game based on badly the player is hurt. Every 20-35 seconds, it will check the player's status: if the player has not dipped below 33% health, and the player has not suffered 50% damage in the last 20 seconds, then 1-2 Random Encounter Actors will be injected into the dungeon.


These Random Encounter Actors will patrol the entire dungeon from front-to-back or back-to-front, depending on their spawn point. Up to 4 living Random Encounter Actors can exist at any given time; if all 4 "slots" are filled, no more will be spawned until one is killed and their "slot" opens up. Depending on the nature of the Actor, they may fight the player, the Afflicted, each other, or everyone:


Afflicted Tank: 10%
Afflicted Wizard: 20%
Dwemer Spider: 10%
Dwemer Sphere: 10%
Dog: 10%
Frostbite Spider: 10%
Mudcrab: 10%
Skeever: 10%
Wisp: 10%


As you can see, there's a 30% chance for Afflicted reinforcements, a 20% chance for Dwemer automatons to charge in, and a 50% for random nasties. This keeps the playthrough fresh, since the static defenders will either be strengthened or weakened by the newcomers -- the player can elect to "wait it out", or can charge in before things get too stacked against them.


Given this spread, there's a slightly greater chance (30%) that all 4 Random Encounters will eventually "converge" to all Afflicted; however, there's also a chance (20%) that all 4 Random Encounters will eventually "converge" to Dwemer -- the Spheres are significantly more powerful than any individual Afflicted. Either way, this will change for every playthrough!

Player-Centric Loot:Lastly, there's a new chest in the upper area, near a bedroll, just before the exit. In addition to random loot, this willalwayshave at least one item which matches up with the Player's highest Skill -- for example, if the player's highest skill is Sneak, then there will always be an item that boosts stealth in some way; if it's Two-Handed, then there will always be a powerful two-handed weapon; etc.. This makes sure the player always getssomethinguseful totheirspecific character, not just random junk to sell later in town.

As the name implies, "AI Director Demo 01" is a demo, and not intended to be permanently part of your load order -- so feel free to pop it in and give it a spin with whatever character you have, just don't plan on keeping any saves once you remove it. Again, you can jump straight into the action by using "coc Bthardamz02" from the console.

Alternatively, if you'd like to "start from scratch", I've also modified a single room in the Bannered Mare to include two "quick start" books for testing purposes:

Pull up the console in the Main Menu (before Loading a game), and use "coc WhiterunBanneredMare".
Use "showracemenu" to choose your Race, if you feel like it.
Read one of the books sitting on the nightstand.
Level yourself up as you see fit, equip items, etc..
We now need to allow Skyrim to "catch up" with your new level. Run out of the Bannered Mare into Whiterun, then run out of the city to the Whiterun Stables. After you "discover" the Whiterun Stables, save the game.
You're now ready to go! Use "coc Bthardamz02" to teleport to the right spot.


Perl Parser:If you want to get into Big Data and Machine Learning, you can turn on Logging through the AI Director. This will provideincrediblydetailed log information about any Actor you choose -- you can then parse out the data to a more standard delimited format, and go nuts with tools like R or TensorFlow. The AI Director Demo 01 already has logging turned on. I'll cover these items in later videos as well.


Future Developments

Enhanced AI Framework
I plan on incorporating the AI Director code into my [Enhanced AI Framework] (EAI) in the near future. This means that anyone developers using EAI will automatically get the AI Director built into their code.

So why release it separately? I wanted to get the core code out therewithoutforcing people to use the EAI Framework. Similarly, because this is completely open-source, I want people to go nuts and have fun with it. :)

Videos
There will be a video series on this mod, focused on several aspects of game design and analysis. Stay tuned!


SSE
None of the components of my mods rely on SKSE -- therefore, they will be
compiled and released on SSE shortly. Please stay tuned.


Requirements
No requirements, not even the DLC. Have at it! :)


Compatibility
AI Director:This doesn't affect anything in-game. Itwillgenerate a detailed log export on the player, which can be analyzed later.
AI Director Demo 01:This affects a small slice of Bthardamz02, and isonlyintended for demonstration purposes. Please have fun fighting the enemies here! But I would not leave this as part of your permanent load order.



Permissions
Users may use these materials if and only if they:

1. Give full credit for these underlying components in their main mod description, and provide a link to the AI Director mod page on the Nexus (and eventually Steam, if applicable).
2. Share the source code for any new features they design that reference any piece of this material.

If subsequent modders use or reference any code provided by prior contributors, they must also credit and link the prior contributors as cited above, and similarly share their source code.



Long Term Goals



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发表于 2018-11-26 13:08:29 | 显示全部楼层
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发表于 2018-12-1 21:00:16 | 显示全部楼层
好像是个给modder用的工具,作者未来打算整合进他的增强AI框架中
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发表于 2019-8-17 22:20:13 | 显示全部楼层
摘要
AI Director 1.0版已经发布。

这个mod包含:
AI Director:在Skyrim中运行AI Director的完整开源代码。
AI Director演示01:在Bthardamz的一小部分中,AI Director的示例实现,特别是Bthardamz02。
Perl Parser: AI Director可以导出大数据分析和机器学习的详细日志。我提供了一个用Perl编写的工具,它将日志文件解析为更传统的格式。如果您正在运行Windows机器,则可以从[ ActiveState ] 获取免费的Perl解释器。阅读Perl脚本中的注释以设置正确的源目录/文件,并且您已完成设置。


完整的文档和演示视频正在开发中!


什么是人工智能总监?
对于那些不熟悉这个术语的人来说,“AI导演”是游戏中的特殊代理人,可以观察玩家和敌人的行为,并试图保持令人兴奋和有趣的节奏。在着名的“Left 4 Dead”系列中,人工智能导演因发现大量正确时间注入大量僵尸,一些特殊感染者,甚至是女巫或坦克来保持玩家滚动而闻名。但它也找到了适当的时刻插入一些健康包或其他能量提升,以帮助球员在下一次挑战之前休息。

这种“节流”为玩家提供了向前推进的积极动力(更多好东西和能量提升),但却阻止了玩家闲置并永远露营。这种拉/推动态有助于保持令人兴奋的事物,也意味着你永远不会以相同的方式两次体验水平。为了更好地展示所有这些功能,我强烈建议您查看下面关于“AI和游戏”YouTube频道的视频:




这里有什么?
根据上面的摘要,这里有三个主要文件。

AI Director
这是AI Director的开源核心。它不会影响游戏中的任何内容,它只包含源代码和一个小型演示Quest,它展示了如何将代码附加到Quest Aliases以使事情发生。默认情况下,它会记录有关播放器的信息 - 模块可以查看日志文件并阅读丰富的信息以进行设计分析。

AI Director演示01
这是一个快速示例,说明如何使用AI Director。我修改了Bthardamz02的一小部分,你可以使用好的控制台(“coc Bthardamz02”)传送到它。这个地牢已经以许多微妙的方式进行了修改:

小队:这个区域的6个默认值受到轻微的增益,并被组织成2个小队。当一支小队受伤,或者如果他们面对压倒性的强大对手时,他们会回到出口附近的“最后一站”位置。

治疗:每个小队都有治疗师。当任何非治疗师受伤时,他们和治疗师将相互移动以促进治疗。如果治疗师受了重伤,他们会尽快治愈自己。请注意,Healers依赖于Magicka,因此将他们的Magicka游泳池与诸如震动效果或Magicka Poisons之类的东西混合会阻止它们愈合。治疗师不会治疗随机遭遇演员,即使他们受到了折磨(见下文)。

探测生命:每个小队还有一个可以使用侦测生命的施法者 - 如果他们在附近,它会侦测敌人,但是可以在足够距离的情况下逃脱。由于法术是侦测生命,如果他们是吸血鬼,它将无法在玩家身上发挥作用。请注意,治疗师也可以使用“检测生命”的能力加倍; 类似地,Detect Life会消耗Magicka,因此耗尽Actor的游泳池会阻止使用该法术。最后,没有Random Encounter Actors使用Detect Life(见下文)。

随机遭遇: AI导演将根据玩家受到的伤害来控制游戏的节奏/挑战。每隔20-35秒,它将检查玩家的状态:如果玩家的生命值没有低于33%,并且玩家在最后20秒内没有遭受50%的伤害,则将注入1-2个随机遭遇演员地牢。


这些随机遭遇演员将从前到后或从后到前巡视整个地牢,具体取决于它们的生成点。在任何给定时间最多可以存在4个生活随机遭遇演员; 如果所有4个“槽”都被填满,则不会产生更多,直到一个被杀并且它们的“槽”打开。根据演员的性质,他们可能会与玩家,受影响者,彼此或每个人作斗争:


受困坦克:10%受苦巫师:20%Dwemer Spider:10%Dwemer Sphere:10%Dog:10%Frostbite Spider:10%Mudcrab:10%Skeever:10%Wisp:10%


正如你所看到的,受困的增援有30%的几率,Dwemer机器人有20%的机会被收费,50%有随机恶意。这使得游戏保持新鲜感,因为静态防御者将被新手加强或削弱 - 玩家可以选择“等待它”,或者可以在事情变得过于紧张之前收费。


鉴于这种传播,所有4个随机遭遇最终会“收敛”到所有受影响者的机会略高(30%); 然而,还有一个机会(20%),所有4个随机遭遇最终会“收敛”到Dwemer--球体比任何受影响的个体都强大得多。无论哪种方式,每次播放都会改变!

以玩家为中心的掠夺:最后,在出口前的上部区域,床垫附近有一个新的胸部。除了随机战利品之外,这将始终至少有一个项目与玩家的最高技能相匹配 - 例如,如果玩家的最高技能是潜行,那么总会有一个物品以某种方式增强隐身性; 如果它是双手的,那么总会有一个强大的双手武器; 等等。这确保了玩家总能获得对他们特定角色有用的东西,而不仅仅是随后在城里出售的垃圾。

顾名思义,“AI Director Demo 01”是一个演示,并不打算永久地成为你的加载顺序的一部分 - 所以你可以自由地弹出它并用它所拥有的任何角色旋转它,只是不要计划在删除后保留任何保存。同样,您可以通过控制台中的“coc Bthardamz02”直接跳转到操作中。

或者,如果您想“从头开始”,我还修改了Bannered Mare的单个房间,其中包括两本用于测试目的的“快速入门”书籍:

在主菜单中拉出控制台(在加载游戏之前),并使用“coc WhiterunBanneredMare”。
如果您愿意,可以使用“showracemenu”选择您的比赛。
阅读床头柜上的一本书。
根据您的需要调整自己的水平,装备物品等。
我们现在需要让Skyrim“赶上”你的新关卡。跑出Bannered Mare到Whiterun,然后跑出城市到Whiterun马厩。在你“发现”Whiterun马厩之后,保存游戏。
你现在准备好了!使用“coc Bthardamz02”传送到正确的位置。


Perl Parser:如果您想进入大数据和机器学习,您可以通过AI Director打开Logging。这将提供关于您选择的任何Actor的令人难以置信的详细日志信息 - 然后您可以将数据解析为更标准的分隔格式,并使用R或TensorFlow等工具。AI Director Demo 01已经开启了日志记录。我也将在以后的视频中介绍这些项目。


未来发展

增强的AI框架
我计划在不久的将来将AI Director代码整合到我的[ 增强型AI框架 ](EAI)中。这意味着任何使用EAI的开发人员都会自动将AI Director内置到他们的代码中。

那么为什么要单独发布呢?我想在没有强迫人们使用EAI框架的情况下获得核心代码。同样,因为这是完全开源的,我希望人们能够坚持下去并享受乐趣。:)

视频
将有一个关于此mod的视频系列,重点关注游戏设计和分析的几个方面。敬请关注!


SSE
我的mod的所有组件都不依赖于SKSE - 因此,它们将
很快在SSE上编译和发布。敬请期待。


要求
没有要求,甚至没有DLC。有它!:)


兼容性
AI导演:这不影响游戏中的任何内容。这将产生对玩家,以后可以分析详细的原木出口。
AI Director演示01:这会影响一小部分Bthardamz02,仅用于演示目的。请在这里与敌人战斗!但我不会将此作为您的永久加载订单的一部分。



权限
用户可以使用这些材料,当且仅限于:

1。在主要模型描述中充分利用这些底层组件,并提供指向Nexus上AI Director模块页面的链接(如果适用,最终为Steam)。
2.分享他们设计的任何参考任何此材料的新功能的源代码。

如果后续修改者使用或引用先前贡献者提供的任何代码,他们还必须信用并链接上面引用的先前贡献者,并且类似地共享他们的源代码。


长期目标




额外

的YouTube频道AI:
[https://www.youtube.com/playlist ... Yfnj6DOAFN1FgEzy9UA]
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发表于 2022-7-28 14:16:15 | 显示全部楼层
大大滴好
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