Game Development Reference
In-Depth Information
probably a rule-based system, particularly if it includes general rules and
defaults. An AI that is assisted by a specialized rule base might be said to be
using a book of moves.
Chapter 8: Emergent Behavior
1. List the elements and characteristics of a system that allows and en-
courages emergent behaviors. Systems that feature independent agents who
employ simple behaviors and interact tend to exhibit emergent behaviors.
2. Describe the effects of feedback and the effects of feedback rates. Feedback
is what enables continued interaction. If the rate is too slow, the interaction
will fade. If the interaction is too fast, the system may not allow any
significant variations to develop.
Chapter 9: Evoking Emotions on the Cheap
1. Many aspects of a game have an emotional payload. What additional
attribute is required to make these aspects part of the overall AI? They have
to be changeable in order for the AI to have anything to do.
2. Describe the critical difference between games and simulations with regard
to what they are trying to do with emotions. Simulations attempt to model
emotions accurately as a first priority. Games attempt to evoke emotional
responses in the players as a first priority.
3. Some of the techniques in this chapter are subtle. How can the game make
sure the player catches on? The most straightforward way is to tell them in
some more direct manner.
4. List some general categories of places where some AI control adds to the
ability of the game to deliver emotional content. The AI can help control
music, ambient settings (mood), plot, and even the camera itself.
Chapter 10: Topics to Pursue from Here
1. What are the two concepts in A that let us perform the best-first search? A
tracks the cost so far and estimates the cost remaining to the goal. It is
useful to have an admissible heuristic, but tracking and estimating cost
allows the algorithm to be best-first.
 
 
 
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