A man has Rs. 480 in the denominations of one-rupee notes, five-rupee notes and ten-rupee notes. The number of notes of each denomination is equal. What is the total number of notes that he has ?
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How does a flocking-based steering system work? What are the components of a flocking-based steering system, and how are they combined? When does flocking-based steering break down or produce undesirable results? Are there any performance implications of the standard flocking model as described by Craig Reynolds, and if so, what are some ways to address them?
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.
There were 100members who are standing in circle form with numbered on them like 1, 2,3 upto 100. If number 1 has a knife and killed the next one right behind him and give it number 3 likewise it contines upto 100.Then who will be left if this process repeated?
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Explain Pricing Determination
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.
hello jenny thomas, please give me the explanation of below code // z-add 12 A 2p0 move 'shiv' B 4 move A B B Dsply or move B A A dsply // what is result of A an B in display and what is reason behind it?
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How to manage Payment terms in Credit Management?
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 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.
Explain Inter company Sales process
If selling price is doubled, the profit triples. Find the profit percent
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