Using the example of the Thief-like AI system in the previous section, how do you implement the 'search for player' behavior for the guards, and get them to search an area in a believable fashion? How do you make sure this searching behavior isn't too challenging for players, and ensure that it's usually possible for the player to escape the search if he plays the game well?



Using the example of the Thief-like AI system in the previous section, how do you implement the ..

Answer / Vishesh Kumar

In the Thief-like AI system, we could implement a wandering behavior for the guards when they are not searching for the player. This would make their movement appear random and more natural. When the guard enters an 'alert' state, it could switch to a search behavior. The guard might move towards the last known position of the player, or follow a route that maximizes its chances of encountering the player while avoiding dead ends or areas that are too difficult for the player to escape. To ensure the searching behavior isn't too challenging, we can make it less effective when the player is well-hidden or has a high stealth skill level. The guard might also lose interest over time if they don’t detect anything, allowing the player to slip away.

Is This Answer Correct ?    0 Yes 0 No

Post New Answer

More Software Interview Questions

What is the role of 3D modeling in multimedia?

1 Answers  


Imagine you have to write a Tic-Tac-Toe game in which a human player plays against the computer. Discuss the different ways in which you could implement the computer’s artificial intelligence for the game. Which method would you ultimately choose? And why?

1 Answers  


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?

1 Answers  


To fill a tank, 25 buckets of water is required. How many buckets of water will be required to fill the same tank if the capacity of the bucket is reduced to two-fifth of its present ?

1 Answers   Zoho,


How to manage Payment terms in Credit Management?

1 Answers  


What is the difference between Requirement type Determination and Schedule line category determination ?

1 Answers  


A bank offers 5% compound interest calculated on half-yearly basis. A customer deposits Rs. 1600 each on 1st January and 1st July of a year. At the end of the year, the amount he would have gained by way of interest is:

1 Answers   Zoho,


WAP to display "I LOVE MY COUNTRY " without any space

1 Answers  


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.

1 Answers  


2+2*4-8/2

1 Answers   Infosys,


paypal interview questions

0 Answers   PayPal,


i have 10,000 records in one input file i want to sort 1 to 5000 records in one out file and remaining records sort in another out file file write syntax?

1 Answers  


Categories