What is a decision tree? When would you want to use one? What are its performance characteristics? How can you generate a decision tree automatically from a pre-existing data set? Is it feasible to do this at runtime, and has it been done in a commercial game before? When and why would you want to do this, and how would the data need to be organized to make this possible?
No Answer is Posted For this Question
Be the First to Post Answer
A student multiplied a number by 3 instead of 5 . 5 3 What is the percentage error in the calculation?
What is a decision tree? When would you want to use one? What are its performance characteristics? How can you generate a decision tree automatically from a pre-existing data set? Is it feasible to do this at runtime, and has it been done in a commercial game before? When and why would you want to do this, and how would the data need to be organized to make this possible?
How to determine Shipping point?
what is extern
Explain Transactions?
A train can travel 50% faster than a car. Both start from point A at the same time and reach point B 75 kms away from A at the same time. On the way, however, the train lost about 12.5 minutes while stopping at the stations. The speed of the car is
How can you load large amounts of data from flat-text files?
You're working on a game that involves enemy wizards dueling each other. Each wizard has at least a dozen different spells at his disposal -- some of them simply inflict damage, while others will temporarily stun or immobilize an enemy, slow him, prevent him from casting spells for a brief duration, teleport the caster a short distance, or give the caster a temporary shield. A wizard can only cast one spell at a time, but each spell has a fixed cooldown (time before it can be cast again) and an associated mana cost (assume no mana regeneration). Describe some ways you might implement a competent AI system for a wizard.
In Material Master, in which tab you will find the Loading Group?
You have an AI player in an RTS game that occasionally needs to send scouts out onto the map to perform reconaissance. Designers want each scout to move around semi-randomly, exploring various parts of the map, particularly those that have been seen the least recently. Assume that the game is grid-based and has a fog-of-war feature. Also assume that the scouts are very cheap and dispensable, and it's OK for them to walk into the enemy base or other dangerous areas. How would you implement the system to decide where the scouts should go? What sort of data structure do you need to support this? How can you ensure that the scouts do a good job of exploring the map thoroughly? What are the performance characteristics of your approach? Is there any risk of scouts getting stuck trying to go somewhere that isn't even accessible?
What's the difference between a finite state machine (FSM) and a hierarchical finite state machine (HFSM)? Give an example of a hierarchical state machine with functionality that you could not easily replicate in a non-hierarchical FSM.
WAP to display "I LOVE MY COUNTRY " without any space
Software (196929)
Sciences (12521)
Engineering (38023)
Business Management (7372)
Accounting (11552)
Advertising Media (662)
Architecture Design (207)
Call Centre (2482)
Fashion Modelling (332)
Government (17383)
Law (806)
Tourism Hotel (377)
Everything Else (2322)
Military Police (160)
Skills Abilities (0)
Aptitude Questions (4305)
Placement Papers (705)
Certifications (3752)
Visa Interview Questions (2231)
Code Snippets (1098)
Entrance Exams (862)
ERRORS (16636)