|
本帖最后由 贤狼赫萝 于 2020-2-15 12:04 编辑
Greetings warriors of Calradia!
卡拉迪亚的战士们
After a short hiatus with the developer blogs, we are back today with another one to discuss an overhaul to individual melee combat AI that was recently introduced to the game, including the ongoing multiplayer beta!
在开发日志经过短暂的休整后,今天我们回来讨论另一大主题,那就是最近完成的AI独立近战大修,已经在联机测试中引进。
So, what exactly are we talking about when we say individual AI? Well, in a previous blog, we discussed the three different levels of combat AI that work alongside each other during battles, which we refer to as individual, formation and tactics. For those that missed that blog, you can check it out in its entirety here. But as a quick recap, we can break it down to say that:
Tactics: Responsible for providing a battle plan for the entire army.
Formation: Decides how the formation should try to carry out the battle plan as best as it can while prioritising and reacting to unfolding events.
Individual: Controls the actions of each unit on the battlefield (independently of each other), such as attacking and blocking.
所以我们要说的独立AI到底是什么?和之前的日志里说的一样【开发日志(82)】,AI在战场上有3个作战等级层次,分别是独立AI,编队AI和战术AI。对于那些错过开发日志的人,你可以在这个链接看到完整日志。回顾一下我们说了些什么:
战术AI:负责指定整个军队的作战计划
编队AI:决定编队该如何最好地执行计划,但最优先对实时时间做出反应
独立AI:控制每个士兵在战场上的行动(相互独立),比如进攻和格挡
The recent AI melee combat overhaul that we will be taking a look at in this blog focussed specifically on the individual unit AI, i.e. the AI that controls the combat actions of bots on the battlefield. So, let’s jump into it, shall we?!
现阶段的AI进展大修里就让我们特别专注于独立AI,也就是控制AI在战场上的战斗行动,那就让我们开始吧?
The individual AI in Bannerlord comes with its own combat/melee levels. This approach allows us to have a diverse range of fighters on the field of battle, with well-trained knights outperforming unskilled peasants, not just because of their equipment, but because of their proficiency in hand-to-hand combat.
《霸主》的独立AI就是其自身的战斗/近战等级。这种方法能让我们将战场上的战士们多样化,能让受过良好训练的骑士彻底碾压毫无水平的农民,不只是装备上,而是近战的熟练程度。
【具体动图看知乎https://zhuanlan.zhihu.com/p/107039851】
However, it was apparent through our playtests that our previous individual melee AI was a little tame, appearing almost buggy and inactive at times with its actions by taking too long to make and act upon decisions, regardless of their combat level. It was clear that we needed to improve upon this to ensure that each encounter on the battlefield engages players in a way that feels more natural and challenging.
然而,在我们的游戏测试中可以明显看出,我们之前的AI近战有些菜,无论战斗水平如何,都需要花很多时间做出决定和采取行动,看起来很像有BUG和不活跃的样子。这很明显我们需要对其做出改进,来确保玩家在战场上遇到的每个AI都很自然而且充满挑战性来吸引玩家。
So, after many PvE duels to highlight the flaws with the old system, our AI team got to work on improving the individual AI! But, before we move along to discuss the changes that were made, let’s take a quick look at some of the different melee levels of the previous individual AI.
因此在经过多次PVE决斗(即玩家 VS AI)来突出旧系统的缺陷后,我们的AI团队就开始致力于改善独立AI!但在我们继续讨论之前,让我们看一下以前单个AI的不同近战等级。
Clearly the AI was a bit lacking, even at the highest level. The decision making wasn’t as advanced as it needed to be, with the AI deciding to attack when it should be on the defensive, or falling for/failing to adjust to very simple attack feints.
很明显,即便在最高水平的AI上,AI的技术依然不足。AI的决策并没有那么高明,AI在应该防守的时候选择进攻,而且即便在非常简单的攻击手段上都防守不住。
In order to improve the performance of bots in combat, it was clear that the individual AI not only needed to be able to process and react to the constant stream of data being sent its way but should also consider additional factors when making a decision about what action to take.
为了提高BOT在战斗中的效率,很明显每个AI不只是需要对持续发出的数据流进行处理和反应,而且还需要在做出何种行动的决策中考虑额外的因素。
So, to start, individual AI now considers its opponent’s blocking direction when deciding its own attack direction, and this applies at all melee levels. As the melee level begins to increase, the bot starts to have a greater understanding of the combat mechanics of the game and the fight which they are involved in. This includes stun durations, combat timings and enemy equipment, while also giving greater consideration to the orders issued to it by the formation AI that sits above the individual AI.
首先,AI现在会在进攻时考虑对方的格挡方向,这在所有等级的AI都是如此。随着近战等级的提高,BOT就变得更能深入了解游戏的战斗机制及其参与的战斗。这包括僵直时间,作战时间和对手的装备,也会让独立AI在编队AI中的命令有更多的考量。
That all sounds well and good, but what does any of that actually mean? Well, allow us to give an example:
这听起来很好,但这到底是什么意思呢?那就让我们举个例子:
A bot has been told to hold in a shield wall formation, so it should act defensively and try to maintain its position. However, the defensive order given doesn’t affect how proficient the bot is in combat, i.e. it will still attack and defend according to its combat level, therefore, it should still try and exploit any opening that it gets and will attack if an opportunity arises. The formation order simply dictates that bot should play more conservatively/defensively.
一个BOT被命令组成盾墙,所以它就需要以防御为主而且坚守这个敌方。然而防御命令并不会影响BOT的近战效率,也就是说它依然可以依照AI等级进行进攻和防御,所以它还是会试图利用和获得任何空挡并且再有机会的情况下进攻。编队命令只是指示BOT应该更保守更有防御性。
Rather than trying to explain it further, maybe it’s better if we just show you!
与其进一步说明,不如让我们展示给你们看吧!
And that’s it for this week’s blog. We will be back next week with an announcement about the Early Access release. The week after, we would like to answer some questions from our modding community, so if you have any questions you would like to ask about modding in Bannerlord, please leave a reply in the comments below and will pick some out to answer.
这期的开发日志就到这里。下周我们就会公布抢先体验版的发布讯息。一周以后,我们会回答mod社区的一些问题,所以如果你在《霸主》上有什么问题,请在官方日志讨论区留言,我们会挑选一些问题做出回答。
|
鲜花鸡蛋LV5绅士能力 在2020-2-16 10:34 送朵鲜花 并说:我非常同意你的观点,送朵鲜花鼓励一下 kansimmc 在2020-2-15 23:29 送朵鲜花 并说:我非常同意你的观点,送朵鲜花鼓励一下
|