You're in charge of implementing a stealth game similar to Thief: The Dark Project, and you need guards in your game that have imperfect vision and hearing and inhabit dimly-lit castles, and they can search the area for the player if they think there's an intruder around. How do you model the sensory systems of these guards, and how do you aggregate auditory, visual, and other kinds of stimuli in this system? How do you implement the various alert states for the guards, and why?
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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?
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Using the example of the Thief-like AI system in the previous section, how do you implement the 'search for player' behavior for the guards, and get them to search an area in a believable fashion? How do you make sure this searching behavior isn't too challenging for players, and ensure that it's usually possible for the player to escape the search if he plays the game well?
Come up with an algorithm to shuffle a deck of cards. Discuss how uniform a distribution your solution would achieve, and how you could potentially improve upon it.
What is the difference between Requirement type Determination and Schedule line category determination ?
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