Category:Zh/AI: Difference between revisions

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AI stands for [[Wikipedia:Artificial intelligence|Artificial Intelligence]] and controls the behaviour of all but the simplest of NPC actions. Source's AI is not to be confused with Half-Life 2's restrained implementation of it: it is very powerful and very clever. This category will provide an overview of how to implement and manage AI in your Source game or map. As an alternative to AI, NPC actions can also be controlled by [[:category:Choreography|Choreographed Scenes]]<!-- and [[Inputs and Outputs]] ? -->.
AI 全称为 [[Wikipedia:Artificial intelligence|Artificial Intelligence]],它控制着所有NPC的行为,这些行为由最简单的actions组成。不要与Half-Life 2严格执行的AI混淆,Source的AI强大且聪明。本章将领你纵览,告诉你如何在制作的游戏或地图里执行与管理AI。 另外,AI有别的替代方案, {{LCategory|Choreography|Choreographed Scenes}}也可以控制NPC的行动。<!-- and {{L|Inputs and Outputs}} ? -->
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== 决策 ==
== 决策 ==
*[[Decision_Making_Overview|决策总览]]
*{{L|Decision_Making_Overview|决策总览}}
*[[NPC Sensing|感知]]
*{{L|NPC_Sensing|感知}}
*[[Condition|条件]]
*{{L|Condition|条件}}
*[[State|状态]]
*{{L|State|状态}}
*[[Schedule|行程]]
*{{L|Schedule|行程}}
*[[Task|任务]]
*{{L|Task|任务}}


== AI concepts ==
== AI 概念 ==
*[[NPC_Memory|Memory]]
*{{L|NPC_Memory|记忆标记}}
*[[Ai relationship|Relationships]]
*{{L|Ai relationship|AI关系}}
*[[Readiness]]
*{{L|Readiness}}
*[[Squads]]
*{{L|Squads|AI小队}}
*[[Behaviors]]
*{{L|Behaviors|行为}}
**[[Behavior_ActBusy|Act Busy]]
**{{L|Behavior_ActBusy|繁忙}}
**[[Assaults|Assault]]
**{{L|Assaults|突袭}}
**[[Ai_goal_follow|Follow]]
**{{L|Ai_goal_follow|跟随}}
**[[Behavior_FuncTank|FuncTank]]
**{{L|Behavior_FuncTank|FuncTank}}
**[[Ai_goal_lead|Lead]]
**{{L|Ai_goal_lead|领队}}
**[[Behavior_Police|Police]]
**{{L|Behavior_Police|保卫}}
**[[Standoffs|Standoff]]
**{{L|Standoffs|对峙}}
*[[Interactions]]
*{{L|Interactions}}
*[[Move and Shoot]]
*{{L|Move and Shoot}}
*[[Look Targets]]
*{{L|Look Targets}}


== Navigation ==
== 导航 ==
=== Map-level ===
=== Map-level ===
*[[Nodegraph]] (HL2) or [[Navigation Meshes]] ([[NextBot]])
*{{L|Nodegraph}} (HL2) or {{L|Navigation Meshes}} ({{L|NextBot}})
*[[hint nodes|Hint Nodes]]
*{{L|hint nodes|Hint Nodes}}
*[[Assaults]]
*{{L|Assaults}}
*[[Node|AI Nodes]]
*{{L|Node|AI Nodes}}
*[[Path Corners]]
*{{L|Path Corners}}
*[[Routes]]
*{{L|Routes}}
*[[npc_route]]
*{{L|npc_route}}
*[[Track Pathers]]
*{{L|Track Pathers}}


=== Code-level ===
=== Code-level ===
*[[Move Probes]]
*{{L|Move Probes}}
*[[Move Solver]]
*{{L|Move Solver}}
*[[Plane Solver]]
*{{L|Plane Solver}}
*[[Local Navigator]]
*{{L|Local Navigator}}
*[[Navigator]]
*{{L|Navigator}}
*[[Motor]]
*{{L|Motor}}


== Animation ==
== Animation ==
*[[NPC Activities & Sequences|Activities]]
*{{L|NPC Activities & Sequences|Activities}}
*[[Anim Events]]
*{{L|Anim Events}}


== Speech ==
== Speech ==
*[[Speech Overview]]
*{{L|Speech Overview}}
*[[Response System|Response Rules]]
*{{L|Response System|Response Rules}}
*[[Sentences]]
*{{L|Sentences}}


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{{category newcolumn|rowspan=1|width=50%|background-color=white|border-color=#E4DCCD}}


== Map-level routines ==
== Map-level routines ==
*[[Actbusy]]
*{{L|Actbusy}}
*[[Assault|Assaults]]
*{{L|Assault|Assaults}}
*[[Standoffs]]
*{{L|Standoffs}}
*[[Squads]]
*{{L|Squads}}


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== Introduction to AI programming ==
== Introduction to AI programming ==
*'''[[Creating an NPC|Make a new NPC]]'''
*'''{{L|Creating an NPC|Make a new NPC}}'''
*[[Add a new attack to an NPC]]
*{{L|Add a new attack to an NPC}}
*[[Make an NPC move somewhere]]
*{{L|Make an NPC move somewhere}}
*[[NPC Debugging|Debug an NPC problem]]
*{{L|NPC Debugging|Debug an NPC problem}}
*[[AI Perception Behavior Enhancement|Make NPCs investigate noises]]
*{{L|AI Perception Behavior Enhancement|Make NPCs investigate noises}}


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== Good NPCs to learn from ==
== Good NPCs to learn from ==
*[[AILearn_Zombie|Zombie]] (Basic Melee NPC)
*{{L|AILearn_Zombie|Zombie}} (Basic Melee NPC)
*[[AILearn_CombineSoldier|Combine Soldier]] (Fully fledged Squad NPC)
*{{L|AILearn_CombineSoldier|Combine Soldier}} (Fully fledged Squad NPC)
*[[AILearn_Alyx|Alyx]] (Companion NPC)
*{{L|AILearn_Alyx|Alyx}} (Companion NPC)
*[[AILearn_Rollermine|Rollermine]] (Physically simulated NPC)
*{{L|AILearn_Rollermine|Rollermine}} (Physically simulated NPC)


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== NPC base classes ==
== NPC base classes ==
*[[Base NPC]] (CAI_BaseNPC)
*{{L|Base NPC}} (CAI_BaseNPC)
*[[Base Humanoid]] (CAI_BaseHumanoid)
*{{L|Base Humanoid}} (CAI_BaseHumanoid)
*[[Base Actor]] (CAI_BaseActor)
*{{L|Base Actor}} (CAI_BaseActor)
*[[Player Ally]] (CAI_PlayerAlly)
*{{L|Player Ally}} (CAI_PlayerAlly)
*[[Player Companion]] (CNPC_PlayerCompanion)
*{{L|Player Companion}} (CNPC_PlayerCompanion)
*[[Expressor Host]]
*{{L|Expressor Host}}
*[[Behavior Host]]
*{{L|Behavior Host}}


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== Debugging ==
== Debugging ==
* ''[[:Category:AI_commands|AI Debugging Commands]]''
* ''{{LCategory|AI_commands|AI Debugging Commands}}''


{{category end}}
{{category end}}


''Return to the [[SDK Docs|Source Engine WIKI home]] for a full list of articles.''
''Return to the {{L|SDK Docs|Source Engine WIKI home}} for a full list of articles.''
__NOTOC__
__NOTOC__


''If you cannot see a list below this notice, [[:Category:AI#|click here]].''
''If you cannot see a list below this notice, [[:Category:AI#|click here]].''


[[Category:Level Design]]
{{ACategory|Level Design}}

Latest revision as of 11:26, 25 May 2025

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AI 全称为 Artificial Intelligence,它控制着所有NPC的行为,这些行为由最简单的actions组成。不要与Half-Life 2严格执行的AI混淆,Source的AI强大且聪明。本章将领你纵览,告诉你如何在制作的游戏或地图里执行与管理AI。 另外,AI有别的替代方案, Choreographed Scenes(en)也可以控制NPC的行动。

决策

AI 概念

导航

Map-level

Code-level

Animation

Speech

Map-level routines

Introduction to AI programming

Good NPCs to learn from

NPC base classes

Debugging

Return to the Source Engine WIKI home(en) for a full list of articles.


If you cannot see a list below this notice, click here.

Subcategories

This category has the following 2 subcategories, out of 2 total.

N

Pages in category "Zh/AI"

The following 4 pages are in this category, out of 4 total.