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What would be the possible test cases for following criteria You have a username filed which don't accept same name twice
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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.
You're working on a game that involves enemy wizards dueling each other. Each wizard has at least a dozen different spells at his disposal -- some of them simply inflict damage, while others will temporarily stun or immobilize an enemy, slow him, prevent him from casting spells for a brief duration, teleport the caster a short distance, or give the caster a temporary shield. A wizard can only cast one spell at a time, but each spell has a fixed cooldown (time before it can be cast again) and an associated mana cost (assume no mana regeneration). Describe some ways you might implement a competent AI system for a wizard.
Whay $ dropdb databasename is used?
What are Aggregate Functions?
You're in charge of implementing a stealth game similar to Thief: The Dark Project, and you need guards in your game that have imperfect vision and hearing and inhabit dimly-lit castles, and they can search the area for the player if they think there's an intruder around. How do you model the sensory systems of these guards, and how do you aggregate auditory, visual, and other kinds of stimuli in this system? How do you implement the various alert states for the guards, and why?
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?
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?
What is a HGS
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.