Explain Pricing Determination
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How to Create a New Table?
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?
A train can travel 50% faster than a car. Both start from point A at the same time and reach point B 75 kms away from A at the same time. On the way, however, the train lost about 12.5 minutes while stopping at the stations. The speed of the car is
In one room in your game, there's an elevator that AIs will need to use to escape from the player. In order to use the elevator, they have to walk over to a special button on the wall, press it to summon the elevator, then walk into the elevator and press another button to tell it to ascend. How would you design a system to make sure AIs can do all of these things in the proper order? If you have 3 AIs in the room, how would you design the system to make sure they can all escape in the elevator at the same time? What happens if one of them dies while they're trying to do this, and how do you make sure the other AIs don't get stuck waiting for that dead AI?
How can you load large amounts of data from flat-text files?
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 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?
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?
What is the role of 3D modeling in multimedia?
What is the movement Type for Sales?
How Accounting determination happened?
A fires 5 shots to B's 3 but A kills only once in 3 shots while B kills once in 2 shots. When B has missed 27 times, A has killed:
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