Category:Zh/AI: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
mNo edit summary
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Language subpage}}
{{LanguageBar}}
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, [[:category:Choreography|Choreographed Scenes]]也可以控制NPC的行动。<!-- 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}} ? -->
{{category header|background-color=#E0E0E0|border-color=lightgray}}
{{category header|background-color=#E0E0E0|border-color=lightgray}}
{{category newcolumn|rowspan=6|width=50%|background-color=#F7F7F7|border-color=lightgray}}
{{category newcolumn|rowspan=6|width=50%|background-color=#F7F7F7|border-color=lightgray}}


== 决策 ==
== 决策 ==
*[[Decision_Making_Overview/zh|决策总览]]
*{{L|Decision_Making_Overview|决策总览}}
*[[NPC_Sensing/zh|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 概念 ==
== AI 概念 ==
*[[NPC_Memory|记忆标记]]
*{{L|NPC_Memory|记忆标记}}
*[[Ai relationship|AI关系]]
*{{L|Ai relationship|AI关系}}
*[[Readiness]]
*{{L|Readiness}}
*[[Squads|AI小队]]
*{{L|Squads|AI小队}}
*[[Behaviors|行为]]
*{{L|Behaviors|行为}}
**[[Behavior_ActBusy|繁忙]]
**{{L|Behavior_ActBusy|繁忙}}
**[[Assaults|突袭]]
**{{L|Assaults|突袭}}
**[[Ai_goal_follow|跟随]]
**{{L|Ai_goal_follow|跟随}}
**[[Behavior_FuncTank|FuncTank]]
**{{L|Behavior_FuncTank|FuncTank}}
**[[Ai_goal_lead|领队]]
**{{L|Ai_goal_lead|领队}}
**[[Behavior_Police|保卫]]
**{{L|Behavior_Police|保卫}}
**[[Standoffs|对峙]]
**{{L|Standoffs|对峙}}
*[[Interactions]]
*{{L|Interactions}}
*[[Move and Shoot]]
*{{L|Move and Shoot}}
*[[Look Targets]]
*{{L|Look Targets}}


== 导航 ==
== 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}}


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


{{category cell|width=50%|background-color=white|border-color=lightgray}}
{{category cell|width=50%|background-color=white|border-color=lightgray}}


== 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}}


{{category cell|width=50%|background-color=white|border-color=lightgray}}
{{category cell|width=50%|background-color=white|border-color=lightgray}}


== 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)


{{category cell|width=50%|background-color=white|border-color=lightgray}}
{{category cell|width=50%|background-color=white|border-color=lightgray}}


== 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}}


{{category cell|background-color=#FBF7EA|border-color=lightgray}}
{{category cell|background-color=#FBF7EA|border-color=lightgray}}


== 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

English (en)Deutsch (de)Español (es)Hrvatski (hr)한국어 (ko)Português do Brasil (pt-br)Русский (ru)中文 (zh)中文(臺灣) (zh-tw)Translate (Translate)

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.