Dynamic Bayesian Network:
Bayesian network
Joint probability distribution of discrete random variables
Nodes
Simulation state variables
Dependencies
Arcs
Conditional probability tables
Dynamic Bayesian network
Time slices → Discrete time
"Boid" - corresponds to a shortened version of"bird-oid object", which refers to a bird-like object.
Path finding:
achieving it successfully is crucial
populate a game world with path-finding information (adding an invisible layer of nodes on top of the game terrain which indicates which areas are accessible)
Nodes/links between game worlds can be annotated with information regarding the difficulty of crossing particular terrain types
Finite state machines:
simple system in which a finite number of states are connected by a graph of directed transitions (how changes can move the NPC from one state to the next)
the nodes of an FSM indicate the possible states NPCs can assume
so simple, well understood and extremely efficient in terms of processing and memory usage
Rule based systems:
comprised of a database of associated rules
relatively simple to use and can be exhaustively tested
rule sets can be written using simple proprietary scripting languages, rather than full programming languages
scripting languages available to the general public
Learning systems:
a set of extremely powerful learning techniques which have been used widely in industry and academia
it is difficult to frame a learning problem in the dynamic worlds in which games are set
game developers do not have a great
understanding of learning techniques
The need for really intelligent solutions (examples):
units in strategy games that cannot find their way safely across a game environment
partner characters that get in the way of the player