Explain Inter company Sales process


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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?

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You're tasked with implementing a computer player for a real-time strategy (RTS) game. Assuming that there is no fog-of-war, how do you implement a system to allow the computer player to determine what parts of the map are controlled by enemy players, and which parts are open to easy exploitation? How do you identify the choke points on the map? How do you find the boundary between the parts of the map under your control and the parts of the map controlled by enemy players? How do you detect an impending enemy attack or a change in an enemy's offensive posture?

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Come up with an algorithm to shuffle a deck of cards. Discuss how uniform a distribution your solution would achieve, and how you could potentially improve upon it.

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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?

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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?

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In Material Master, in which tab you will find the Loading Group?

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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.

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where will movement type get assigned?

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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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Two trains running in opposite directions cross a man standing on the platform in 27 seconds and 17 seconds respectively and they cross each other in 23 seconds. The ratio of their speeds is:

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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?

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pls suggest me a good institute for SAP-MM in Pune

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