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<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD with OASIS Tables with MathML3 v1.4 20241031//EN" "https://jats.nlm.nih.gov/archiving/1.4/JATS-archive-oasis-article1-4-mathml3.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:ali="http://www.niso.org/schemas/ali/1.0/" dtd-version="1.4" article-type="research-article" xml:lang="en"><front><journal-meta><journal-title-group><journal-title xml:lang="ru">Академическая наука</journal-title></journal-title-group><issn publication-format="print">3034-4042</issn><issn publication-format="electronic">3034-4042</issn></journal-meta><article-meta><article-id pub-id-type="doi">10.24412/3034-4042-2025-3-80-86</article-id><article-categories><subj-group><subject>Other</subject></subj-group></article-categories><title-group><article-title xml:lang="ru">МЕТОДЫ И АЛГОРИТМЫ, ИСПОЛЬЗУЕМЫЕ ДЛЯ ПРИНЯТИЯ РЕШЕНИЙ ИГРОВЫМ ИСКУССТВЕННЫМ ИНТЕЛЛЕКТОМ В КОМПЬЮТЕРНЫХ ИГРАХ</article-title><trans-title-group xml:lang="en"><trans-title>METHODS AND ALGORITHMS USED FOR DECISION-MAKING BY GAME ARTIFICIAL INTELLIGENCE IN COMPUTER GAMES</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author"><name-alternatives><name xml:lang="ru"><surname>Боровикова</surname><given-names>Анастасия Валентиновна</given-names></name><name xml:lang="en"><surname>Borovikova</surname><given-names>Anastasia Valentinovna</given-names></name></name-alternatives><xref ref-type="aff" rid="aff1"/><xref ref-type="aff" rid="aff2"/><email>Borovikova.an.v@gmail.com</email></contrib><contrib contrib-type="author"><name-alternatives><name xml:lang="ru"><surname>Гилевский</surname><given-names>Александр Сергеевич</given-names></name><name xml:lang="en"><surname>Gilevskiy</surname><given-names>Aleksandr Sergeevich</given-names></name></name-alternatives><xref ref-type="aff" rid="aff3"/><xref ref-type="aff" rid="aff2"/><email>alex.gilevskiy@yandex.ru</email></contrib><contrib contrib-type="author"><name-alternatives><name xml:lang="ru"><surname>Овчинникова</surname><given-names>Ксения Романовна</given-names></name><name xml:lang="en"><surname>Ovchinnikova</surname><given-names>Kseniya Romanovna</given-names></name></name-alternatives><xref ref-type="aff" rid="aff3"/><xref ref-type="aff" rid="aff2"/><email>Borovikova.an.v@gmail.com</email></contrib><aff-alternatives id="aff1"><aff><institution xml:lang="en">Russian Presidential Academy, of National Economy and Public Administration (RANEPA) Россия, г. Москва</institution><city xml:lang="en">Moscow</city><country xml:lang="en">Russia</country></aff></aff-alternatives><aff-alternatives id="aff2"><aff><institution xml:lang="ru">Российская академия народного хозяйства и государственной службы, при Президенте Российской Федерации (РАНХиГС)</institution><city xml:lang="ru">Москва</city><country xml:lang="ru">Россия</country></aff></aff-alternatives><aff-alternatives id="aff3"><aff><institution xml:lang="en">Russian Presidential Academy, of National Economy and Public Administration (RANEPA)</institution><city xml:lang="en">Moscow</city><country xml:lang="en">Russia</country></aff></aff-alternatives></contrib-group><pub-date pub-type="epub" iso-8601-date="2025-07-05"><day>05</day><month>07</month><year>2025</year></pub-date><issue>3</issue><fpage>80</fpage><lpage>86</lpage><history><date date-type="received" iso-8601-date="2025-06-29"><day>29</day><month>06</month><year>2025</year></date><date date-type="accepted" iso-8601-date="2025-07-05"><day>05</day><month>07</month><year>2025</year></date></history><self-uri content-type="pdf" xlink:href="publication-d198b040-84b1-4677-bc1d-807f52cc3b9c.pdf" xlink:title="PDF"/><abstract xml:lang="ru"><p>Статья посвящена обзору методов и алгоритмов, используемых для принятия реше нийигровым искусственным интеллектом (ИИ) в компьютерных играх. Описаны принципы работы ко нечных автоматов, деревьев поведения и систем на основе полезности. Рассмотрены их преимуще ства и недостатки, а также приведены примеры реализации данных методов в различных игровых сценариях.</p></abstract><abstract xml:lang="en" abstract-type="summary"><p>The article provides an overview of the methods and algorithms used for decision-making by game artificial intelligence (AI) in video games. Itdescribes the principles of finite state machines, behavior trees, and utility-based systems. The advantages and disadvantages of these approaches are analyzed, and examples of their implementation in various game scenarios are presented.</p></abstract><kwd-group xml:lang="ru"><kwd>искусственный интеллект</kwd><kwd>разработка компьютерных игр</kwd><kwd>принятие решений</kwd><kwd>неигровые персонажи</kwd><kwd>конечные автоматы</kwd><kwd>деревья поведения</kwd><kwd>системы на основе полезности</kwd></kwd-group><kwd-group xml:lang="en"><kwd>artificial intelligence</kwd><kwd>game development</kwd><kwd>decision-making</kwd><kwd>non-player characters</kwd><kwd>finite state machines</kwd><kwd>behavior trees</kwd><kwd>utility-based systems. 81</kwd></kwd-group></article-meta></front><back><ref-list><ref id="ref1"><mixed-citation publication-type="other" xml:lang="ru">Warpefelt H. 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