Game Development Reference
In-Depth Information
Chapter 5: Random and Probabilistic Systems
1. What are three ways to get odds for a game? You can get odds for a game by
precomputing them, by Monte Carlo methods, or by faking them and
tuning to suit.
2. What are the drawbacks to these methods? The first potential drawback to
these methods is that they demand good numbers and possibly a large
number of them. Furthermore, tuning those numbers is an acquired skill.
Chapter 6: Look-Ahead: The First Step of Planning
1. What does an evaluation function do? How is it similar to or different
from a goal? An evaluation function attempts to comment on how good an
indeterminate situation is. The function should correspond in some way to
how close the situation is to a goal, but it does not require that the goal be in
sight.
2. What is a heuristic? How do heuristics help? Heuristics are general
guidelines. They can help guide the search toward fruitful paths and away
from poor ones. They can help evaluate indeterminate situations.
3. What is pruning and how does it help? Pruning is the act of discarding
paths deemed to have low potential for success. It narrows the search space,
allowing a deeper look down higher-potential paths.
4. What is the most common drawback to look-ahead? There is rarely enough
processor time to search every promising path.
Chapter 7: Book of Moves
1. Describe how moves in a book of moves and heuristics are similar and how
they are different. Both can guide the AI, but moves tend to be concrete
actions posed in game terms, and heuristics can be more abstract and
generalized. Moves are about how the game is played, and heuristics tend to
be about how the game is evaluated.
2. How is a book of moves similar to a rule-based AI? How would you decide
which label to use on a particular system? The topic of moves is a spe-
cialized form of a rule-based AI. A system that uses rules for basic AI is
 
 
 
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