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Hauptverfasser: Xu, Kaijie, Verbrugge, Clark
Format: Preprint
Veröffentlicht: 2025
Schlagworte:
Online-Zugang:https://arxiv.org/abs/2508.18527
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author Xu, Kaijie
Verbrugge, Clark
author_facet Xu, Kaijie
Verbrugge, Clark
contents Guard patrol behavior is central to the immersion and strategic depth of stealth games, while most existing systems rely on hand-crafted routes or specialized logic that struggle to balance coverage efficiency and responsive pursuit with believable naturalness. We propose a generic, fully explainable, training-free framework that integrates global knowledge and local information via Composite Potential Fields, combining three interpretable maps-Information, Confidence, and Connectivity-into a single kernel-filtered decision criterion. Our parametric, designer-driven approach requires only a handful of decay and weight parameters-no retraining-to smoothly adapt across both occupancy-grid and NavMesh-partition abstractions. We evaluate on five representative game maps, two player-control policies, and five guard modes, confirming that our method outperforms classical baseline methods in both capture efficiency and patrol naturalness. Finally, we show how common stealth mechanics-distractions and environmental elements-integrate naturally into our framework as sub modules, enabling rapid prototyping of rich, dynamic, and responsive guard behaviors.
format Preprint
id arxiv_https___arxiv_org_abs_2508_18527
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Generic Guard AI in Stealth Game with Composite Potential Fields
Xu, Kaijie
Verbrugge, Clark
Artificial Intelligence
Guard patrol behavior is central to the immersion and strategic depth of stealth games, while most existing systems rely on hand-crafted routes or specialized logic that struggle to balance coverage efficiency and responsive pursuit with believable naturalness. We propose a generic, fully explainable, training-free framework that integrates global knowledge and local information via Composite Potential Fields, combining three interpretable maps-Information, Confidence, and Connectivity-into a single kernel-filtered decision criterion. Our parametric, designer-driven approach requires only a handful of decay and weight parameters-no retraining-to smoothly adapt across both occupancy-grid and NavMesh-partition abstractions. We evaluate on five representative game maps, two player-control policies, and five guard modes, confirming that our method outperforms classical baseline methods in both capture efficiency and patrol naturalness. Finally, we show how common stealth mechanics-distractions and environmental elements-integrate naturally into our framework as sub modules, enabling rapid prototyping of rich, dynamic, and responsive guard behaviors.
title Generic Guard AI in Stealth Game with Composite Potential Fields
topic Artificial Intelligence
url https://arxiv.org/abs/2508.18527