What is planning? How is it used, and what are its advantages? Is it feasible to use planning in real-time games? If so, name any titles where planning has been used for any part of the AI. Describe the architecture of a planning-based AI system for any genre of game.
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i have 10,000 records in one input file i want to sort 1 to 5000 records in one out file and remaining records sort in another out file file write syntax?
You're tasked with implementing a computer player for a real-time strategy (RTS) game. Assuming that there is no fog-of-war, how do you implement a system to allow the computer player to determine what parts of the map are controlled by enemy players, and which parts are open to easy exploitation? How do you identify the choke points on the map? How do you find the boundary between the parts of the map under your control and the parts of the map controlled by enemy players? How do you detect an impending enemy attack or a change in an enemy's offensive posture?
where will movement type get assigned?
How to find the Table name for the Specific Field?
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.
What are some of the limitations of state machines? When is the use of state machines appropriate, and when are they insufficient to generate the kinds of behaviors you need in a game?
Explain Pricing Determination
How to Create a Database?
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?
How Accounting determination happened?
How will you execute 1000 test case in a day ??
what is extern