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AI Game Development. Synthetic Creatures with Learning and Reactive Behaviors Authors: Champandard A. J. Published year: 2003 Pages: 212-214/399 |
SummaryThis chapter described the various aspects of solutions in general, starting with an information theory study:
Then, the concepts behind the representation were analyzed in more depth:
The simulation of the solution (that is, computing the result) depends on the representation. By contrast, there are some common concepts behind the training mechanisms:
The concepts in this chapter tend to come in handy while applying AI techniques to new problems. Although the ideas may seem somewhat abstract, they provide pertinent insights that guide the design of solutions. The only way to get comfortable with this process is to practice, practice, practice!
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Part IV. ConclusionThis part has proven extremely entertaining; two very successful prototypes for weapon selection have been developed, almost at opposing ends of the spectrum of techniques available (static design versus online learning) -yet surprisingly similar in many respects. The behaviors created certainly contribute toward the intelligence of the animats and provide additional realism . The AI is certainly much closer to providing a worthy deathmatch opponent ! |
Retrospective OverviewWith the experience of Part IV behind us, a critical analysis is in order. TechniquesVoting systems have many advantages in game development:
Sadly, voting systems can require a lot of effort to tweak during the experimentation phase, notably to get the votes balanced right and the suitable weights. Decision trees, too, are an incredibly useful AI technique. When used in the right context, they have many benefits. They are extremely simple conceptually; all we need is a tree. Decision trees are designed to be fast, and are capable of processing huge quantities of data in real time. They are also very good general-pattern recognizers, capable of dealing with continuous and categorical variables . On the downside, decision trees can be somewhat painful to train, like other supervised learning techniques. Indeed, it's still necessary to find the data for the decision tree to learn! This requires preprocessing, or a separate phase for gathering information. BehaviorsAs for the weapon-selection behaviors, these generally prove quite satisfactory. In many cases, the choice of weapons is limited, and there are many acceptable options. This means that the AI has plenty of tolerance as to what is classified as a realistic weapon choice. As long as there's no fast switching, the behaviors are mostly acceptable. Both the voting system and the decision tree rely on assumptions at a certain level. The voting system depends on statistics about the weapons, so that it can deduce the best weapon -in theory. The decision tree learns the properties of the weapons, but relies on assumptions used to compute the training data. We used a simplified voting system to do this, and the behaviors are satisfactory. However, the weapon selection is not optimal. There is no sense of survival or desire to score points, so the animat has no idea of the purpose of better weapon selection. |
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AI Game Development. Synthetic Creatures with Learning and Reactive Behaviors Authors: Champandard A. J. Published year: 2003 Pages: 212-214/399 |
![]() Artificial Intelligence for Games, Second Edition | ![]() Programming Game AI by Example | ![]() Behavioral Mathematics for Game AI |
![]() Artificial Intelligence for Games, Second Edition | ![]() Programming Game AI by Example |
![]() Behavioral Mathematics for Game AI |