The experimentation phase requires a fair amount of tweaking. Both the values of the votes and the weights of the weapon properties need to be adjusted. Both these values could be handled together, because there is no need for weights if the
The experimentation phase involves observing the weapon choices during the play. When a decision is dubious, the voting is broken down to see what went wrong. It's possible to see which weapon property had too many votes and isolate the features that
This methodology makes it somewhat easier to adjust all the values involved. The voting system also has the advantage of being easy to extend. New features can be added easily, and mostly independent from other existing features. The resulting system does relatively well at selecting weapons; although the behavior is no doubt suboptimal, it's practically indistinguishable from human behavior.
On the downside, setting up a voting system often requires this kind of experimentation because the results of the votes are not
This chapter discussed the importance of scripting, even when modern AI techniques are used:
The idea of a voting system was also presented in detail. In the case of weapon selection, the following concepts apply:
The solution works very well, and matches our requirements for justifiability and decisiveness. This requires a certain amount of experimentation and adjusting by the developer. However, sometimes the assumptions do not lead to the best decision, and the system is not tailored to individual skills.
Chapter 26. Classification and Regression Trees
Regression and classification trees -also known collectively as
(DTs) -are data structures that can interpret patterns in data in order to recognize them. They are organized as hierarchical decisions over certain
Decision trees must be learned from example data, so it's necessary to create or gather it beforehand. An expert can prepare the data, or a collection of facts from the problems can be
This chapter discusses the following topics:
These items can become the decision-making component in game