Artificial Intelligence for Computer Games

Rule-based systems, blackboard architectures, action execution. Waypoint tactics.

Chyba: Odkazovaný objekt neexistuje nebo nemáte právo jej číst.
https://is.muni.cz/el/fi/jaro2022/PA217/um/9.pdf
Chyba: Odkazovaný objekt neexistuje nebo nemáte právo jej číst.
https://is.muni.cz/el/fi/jaro2022/PA217/um/vi/126390113/
Questions
  1. How do rules look like in rule-based systems? How is the database matching processed?
  2. How can we select rules? 
  3. How do you complete processing in a rule-based system using the Rete algorithm? Describe computation using the example on page 9.
  4. Why and how do we use blackboard architectures?
  5. What types of actions do you know?
  6. Discuss interrupting, compound, and scripted actions.
  7. How is the action specified? How are actions processed by the action manager?
  8. What is the tactical location?
  9. Discuss primitive and compound tactics.
  10. How fuzzy logic is used in continuous tactics?
  11. Why is it important to consider the context-sensitivity of tactical locations?
  12. What is the difference between precomputation and raycasting while implementing context-sensitivity?
  13. Discuss the importance of particular extensions of tactical locations.
  14. Why is the simple tactical movement weak?
  15. Can you show an example of how tactical information can be included in the decision making process?
  16. How can be defined tactical properties of a waypoint?
  17. How can be cover points computed?
  18. How can be visibility points and shadow points computed?
  19. How can be waypoints generated automatically?