Do you know the S/4 HANA?
No Answer is Posted For this Question
Be the First to Post Answer
What are some of the limitations of state machines? When is the use of state machines appropriate, and when are they insufficient to generate the kinds of behaviors you need in a game?
What is the Structure of the IDoc?
What is planning? How is it used, and what are its advantages? Is it feasible to use planning in real-time games? If so, name any titles where planning has been used for any part of the AI. Describe the architecture of a planning-based AI system for any genre of game.
What's the difference between a finite state machine (FSM) and a hierarchical finite state machine (HFSM)? Give an example of a hierarchical state machine with functionality that you could not easily replicate in a non-hierarchical FSM.
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?
In Material Master, in which tab you will find the Loading Group?
2+2*4-8/2
A boat running upstream takes 8 hours 48 minutes to cover a certain distance, while it takes 4 hours to cover the same distance running downstream. What is the ratio between the speed of the boat and speed of the water current respectively
What is the difference between Requirement type Determination and Schedule line category determination ?
You have an AI player in an RTS game that occasionally needs to send scouts out onto the map to perform reconaissance. Designers want each scout to move around semi-randomly, exploring various parts of the map, particularly those that have been seen the least recently. Assume that the game is grid-based and has a fog-of-war feature. Also assume that the scouts are very cheap and dispensable, and it's OK for them to walk into the enemy base or other dangerous areas. How would you implement the system to decide where the scouts should go? What sort of data structure do you need to support this? How can you ensure that the scouts do a good job of exploring the map thoroughly? What are the performance characteristics of your approach? Is there any risk of scouts getting stuck trying to go somewhere that isn't even accessible?
Where will find the Variants?
You're developing a boss encounter in a 3D platformer game, and the boss has 15 different attacks. The game designers have asked you to make sure that the player sees as many of those 15 attacks as possible during the encounter, and that he seldom or never sees the same attack twice in a row. What are some ways you can do this? What does the attack selection algorithm look like in this case? Keep in mind that not all attacks are possible all the time -- for example, the boss has a melee attack that he can only do when the player is very close, and a bombardment attack he can only do when the player is far away.
Software (196929)
Sciences (12521)
Engineering (38023)
Business Management (7372)
Accounting (11552)
Advertising Media (662)
Architecture Design (207)
Call Centre (2482)
Fashion Modelling (332)
Government (17383)
Law (806)
Tourism Hotel (377)
Everything Else (2322)
Military Police (160)
Skills Abilities (0)
Aptitude Questions (4305)
Placement Papers (705)
Certifications (3752)
Visa Interview Questions (2231)
Code Snippets (1098)
Entrance Exams (862)
ERRORS (16636)