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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">ellibs</journal-id><journal-title-group><journal-title xml:lang="ru">Электронные библиотеки</journal-title><trans-title-group xml:lang="en"><trans-title>Russian Digital Libraries Journal</trans-title></trans-title-group></journal-title-group><issn pub-type="epub">1562-5419</issn><publisher><publisher-name>Казанский (Приволжский) федеральный университет</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.26907/1562-5419-2025-28-3-506-531</article-id><article-id custom-type="elpub" pub-id-type="custom">ellibs-578</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>Статьи</subject></subj-group></article-categories><title-group><article-title>Разработка системы визуального восприятия игровых агентов в видеоиграх</article-title><trans-title-group xml:lang="en"><trans-title>Development of a Visual Perception System for Game Agents in Video Games</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Примаченко</surname><given-names>Артём Михайлович</given-names></name><name name-style="western" xml:lang="en"><surname>Primachenko</surname><given-names>Artyom Mikhailovich</given-names></name></name-alternatives><email xlink:type="simple">primachenko.artem@mail.ru</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Хафизов</surname><given-names>Мурад Рустэмович</given-names></name><name name-style="western" xml:lang="en"><surname>Khafizov</surname><given-names>Murad Rustemovich</given-names></name></name-alternatives><email xlink:type="simple">murkorp@gmail.com</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>Казанский (Приволжский) федеральный университет</institution></aff><aff xml:lang="en"><institution>Kazan (Volga region) Federal University</institution></aff></aff-alternatives><pub-date pub-type="collection"><year>2025</year></pub-date><pub-date pub-type="epub"><day>23</day><month>06</month><year>2025</year></pub-date><volume>28</volume><issue>3</issue><fpage>506</fpage><lpage>531</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Примаченко А.М., Хафизов М.Р., 2025</copyright-statement><copyright-year>2025</copyright-year><copyright-holder xml:lang="ru">Примаченко А.М., Хафизов М.Р.</copyright-holder><copyright-holder xml:lang="en">Primachenko A.M., Khafizov M.R.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://ellibs.elpub.ru/jour/article/view/578">https://ellibs.elpub.ru/jour/article/view/578</self-uri><abstract><p>Представлен алгоритм функционирования системы визуального восприятия для игровых агентов, реализованный в игровом движке Unity. Предложенный метод основан на сравнении изображений с двух камер, учитывающих сложные визуальные эффекты (освещение, тени, маскировку), и дополнен проверкой прямой видимости, учетом скорости движения объекта, и механикой постепенного обнаружения. Тестирование системы показало значительное повышение реалистичности обнаружения по сравнению с традиционными методами при сохранении производительности в пределах небольшой дополнительной нагрузки на процессор. Проведена оптимизация алгоритма с использованием Unity Job System и динамической активации камер. Проведен также анализ научной литературы по схожим решениям, выявлены их сильные и слабые стороны. Результаты могут быть применены в разработке видеоигр для создания реалистичного поведения неигровых персонажей, особенно в играх с элементами скрытности.
</p></abstract><trans-abstract xml:lang="en"><p>The developed algorithm of the visual perception system for game agents, implemented in the Unity game engine, is presented. The proposed method is based on the comparison of images from two cameras, taking into account complex visual effects (lighting, shadows, camouflage), and supplemented with line-of-sight verification, taking into account the speed of the object, and the mechanics of gradual detection. Testing of the system has shown a significant increase in realistic detection compared to traditional methods, while maintaining performance within a small additional load on the processor. The algorithm was optimized using Unity Job System and dynamic camera activation. The scientific literature on similar solutions has also been analyzed and their strengths and weaknesses have been identified. The results can be applied in video game development to create realistic behavior of non-player characters, especially in games with stealth elements.
</p></trans-abstract><kwd-group xml:lang="ru"><kwd>видеоигры</kwd><kwd>искусственный интеллект</kwd><kwd>система восприятия</kwd><kwd>NPC</kwd><kwd>неигровые персонажи</kwd><kwd>игровые агенты</kwd><kwd>стелс-механики</kwd><kwd>Unity</kwd><kwd>рендеринг</kwd><kwd>компьютерное зрение</kwd><kwd>оптимизация</kwd><kwd>геймдизайн</kwd></kwd-group><kwd-group xml:lang="en"><kwd>video games</kwd><kwd>artificial intelligence</kwd><kwd>perception system</kwd><kwd>NPC</kwd><kwd>non-player characters</kwd><kwd>game agents</kwd><kwd>stealth mechanics</kwd><kwd>Unity</kwd><kwd>rendering</kwd><kwd>computer vision</kwd><kwd>optimization</kwd><kwd>game design</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Миллингтон Я. Искусственный интеллект для игр / Я. Миллингтон, Дж. Фанж. СПб.: Питер, 2021. 816 с.</mixed-citation><mixed-citation xml:lang="en">Миллингтон Я. 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