Explain Transactions?
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Compare two strings character by character in qtp
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?
What are attractors and repulsors? How do they interact with a steering system? When are they useful, and what are their limitations? When can they be used for obstacle avoidance, and when are they insufficient?
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