Assignment 1 Decision making concepts,State machines and Fuzzy logic
Decision making concepts
The first thing that I will talk
about in this section of the assignment, under the topic of AI in games, is
decision making concepts i.e. the decision tree or the classification tree. Every AI character
makes a decision to do something such as the decision to attack the player
character if they are seen (Artificial Intelligence, 2010). Each decision is put in to a tree like graph which
is called the decision tree and the decision itself is made up of child and
parent nodes. To make sure that the tree works properly the child nodes are under
the parent nodes and have to represent all the possible decisions that are in
play. These may be yes, no, maybe or an action like pick up, store or drop (Gallear, 2017).
So with a decision tree it starts off at the root where the
decision is made such as yes to take cover, then another decision is made
and another until it get to the leaf which is the end node for that section of
decisions (Artificial Intelligence, 2010). So the advantages of decision trees is that all of the AI
possibilities are show in the trees like a diagram so the AI can weigh up all
of the decisions that are put down to make the best possible decision based on
the actions that have already been carried out. On the other hand the decision
trees are relatively easy to understand but they get a lot more complex as more
decisions are made and the outcome is decided and this makes it harder to understand
making this a disadvantage (Hamel, 2017) .
(study.com, 2017) |
State machines
The second thing that I will talk
about in this section of the assignment, under the topic of AI in games, is
state machines. These are the 'states' that the AI can be set with. However
these AI players can switch between these different 'states' and this normally
happens in most games when a character is performing a lot of different actions
dependant on the situation at hand. So the 'states' can be things such as
wandering, attacking, evading and finding aid, if the AI has been injured. Also,
I think that an example of a game that uses this is Assassins Creed Origins
because the enemy AI has 'states' that they switch between such as, having a
wandering state when the player is not provoking them but if they are provoked
they will switch to the attack state and start to attack the player. Occasionally,
however, they will switch to the evade state, but there are two other states which
are eating if they feel hungry and a sleep state when they feel tired. An
advantage of state machine and why they are used in a majority of games is that
it makes the AI characters feel like they are actually reacting to what has
happened in the game, making the game feel more realistic and therefore more exciting
to play by heightening the player experience as well as that key word immersion.
A disadvantage is that these are only states and sometimes they will stay on a
state such as flee so you have to chase them which can be irritating.
(flylib, 2013) |
Fuzzy logic
(fullofstars, 2007) |
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