- What do rules look like in rule-based systems? How is the database matching processed?
- How can we select rules?
- How do you complete processing in a rule-based system using the Rete algorithm? Describe computation using the example on page 9.
- Why and how do we use blackboard architectures?
- What types of actions do you know?
- Discuss interrupting, compound, and scripted actions.
- How is the action specified? How are actions processed by the action manager?
- What is the tactical location?
- Discuss primitive and compound tactics.
- How is fuzzy logic used in continuous tactics?
- Why is it important to consider the context-sensitivity of tactical locations?
- What is the difference between precomputation and raycasting while implementing context-sensitivity?
- Discuss the importance of particular extensions of tactical locations.
- Why is the simple tactical movement weak?
- Can you show an example of how tactical information can be included in the decision making process?
- How can be defined tactical properties of a waypoint?
- How can cover points be computed?
- How can be visibility points and shadow points computed?
- How can waypoints be generated automatically?
Artificial Intelligence for Computer Games
Rule-based systems, blackboard architectures. Waypoint tactics.
Chyba: Odkazovaný objekt neexistuje nebo nemáte právo jej číst.
https://is.muni.cz/el/fi/jaro2023/PA217/um/9.pdf
Questions