Lecture 9 Flashcards

1
Q

What is decision making?

A

The ability of a character to decide what to do

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2
Q

What is the difference between internal knowledge and external knowledge for a decision maker?

A

Internal: Character’s internal state (health, goals, etc.)

External: Information from the game environment (position of other entities, level layout etc.)

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3
Q

What is the output of a decision maker?

A

An action request

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4
Q

What is the difference between external changes and internal changes?

A

External: movement, animations

Internal: Beliefs, change in goals

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5
Q

What is a decision tree made up of?

A

Nodes

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6
Q

How does a decision tree work?

A

Each node has boolean condition and two children

Start at root node and proceed down tree making choices until a leaf node is encountered

Leaf node contains action

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7
Q

Can the same action be in multiple leaves?

A

Yes

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8
Q

Decisions can be ______________ to reflect AND or OR clauses

A

Put into series

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9
Q

What is the difference between binary and n-ary trees?

A

Binary: two children

N-ary: n children

N-ary marginally more efficient but less easily optimised.

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10
Q

When is a tree balanced?

A

If there are approximately the same number of leaves on each branch

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11
Q

What is the benefit of having a balanced tree

A

Guarantees that selecting an action will be performed in O(log2(n)) time

Unbalanced can be as bad as O(n)

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12
Q

When writing a decision tree, the most commonly used checks should be placed

a) close to the rood
b) close to the leaves

A

a) close to the root

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13
Q

How can a directed acyclic graph be produced?

What do you need to be careful of?

A

Allow certain nodes to be accessed by multiple branches

Don’t create infinite loops

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14
Q

What elements does an FSM have?

A

Finite set of states - wif FSM is in same state it will keep performing same action

Initial state

Finite set of transitions between states - triggered by internal or external events

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15
Q

What is a hierarchical state machine?

A

FSM that groups states belonging to the same context in a higher level state

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16
Q

How do transitions work in HFSMs?

A

Transitions within highlevel states work normally

Transitions between high level states are triggered from any state in the origin

17
Q

How do starting states work with HFSMs?

A

Starting high level state

Starting state within each high level state, used when transitioning in

18
Q

What are the advantages of behaviour trees?

A

Can do many things - path finding, planning etc.

Modular, scalable

Easy to develop - GUIs help with creation and manipulation

Can be combined into subtrees for more complex decisions

19
Q

What is a task?

A

An activity that, given some CPU time, returns a value

20
Q

What 3 elements does a basic behaviour tree consist of?

A

Conditions

Actions

Composites (collection of child tasks)

21
Q

Where do conditions and actions sit in the tree?

A

leaf nodes

22
Q

What 2 composite tasks are there?

A

Selector - returns success as soon as one child bejaviour succeeds (OR)

Sequence - returns success only if all child behaviours succeed

23
Q

What symbols are used for selectors and sequences?

A

Selector: Question mark

Sequence: Arrow

24
Q

What is partial ordering and why is it used?

A

Some random order mixed into some strict order

If not used behaviour can quickly become boring

25
Q

What does a random selector do?

What is its symbol?

A

Selects branches in a random order until one returns true

TIlde with questionmark

26
Q

What does a random sequence do?

What is its symbol?

A

REturns true if all of its branches (selected in a random order) return true

Wiggly arrow

27
Q

What is a decorator?

What are they often used for?

A

Add extended functionality to a task. Has a single child whose behaviour it modifies.

Filters and loops

28
Q

What does parallel do in BTs?

How does it terminate?

A

Runs all its tasks simultaneously

Terminate once one of the children fails

Terminate once one of the children succeeds

29
Q

Parallel can be used for continous condition checking

T or F

A

True

30
Q

What is a blackboard?

A

Place where any data can be stored, often per tree or subtree