• Ei tuloksia

Level of decision-making Decision-making system §6 Decision-Making MVC (revisited) Strategic level Algorithms for Computer Games2007-09-26© 2003–2007 Jouni Smed1

N/A
N/A
Info
Lataa
Protected

Academic year: 2022

Jaa "Level of decision-making Decision-making system §6 Decision-Making MVC (revisited) Strategic level Algorithms for Computer Games2007-09-26© 2003–2007 Jouni Smed1"

Copied!
4
0
0

Kokoteksti

(1)

Algorithms for Computer Games 2007-09-26

© 2003–2007 Jouni Smed 1

§6 Decision-Making

decision-making and games

levels of decision-making

modelled knowledge

method

example methods

finite state machines

flocking algorithms

influence maps

this will not be a comprehensive guide into decision- making!

MVC (revisited)

control logic

driver

proto-view

rendering state instance core structures

input device

action configuration

instance data

synthetic view synthetic

player

script output

device human player

options perception

model

view controller

Decision-making system

World recognitionPattern

Observed events and states

Decision- making system Requested

actions

Possible actions Primitive events and states

Previous primitives

Three perspectives for decision- making in computer games

level of decision-making

strategic, tactical, operational

use of the modelled knowledge

prediction, production

methods

optimization, adaptation

Level of decision-making

strategic

what should be done

tactical

how to actuate it

operational

how to carry it out

Strategic level

long-term decisions

infrequent → can be computed offline or in the background

large amount of data, which is filtered to bring forth the essentials

quantization problem?

speculative (what-if scenarios)

the cost of a wrong decision is high

(2)

Algorithms for Computer Games 2007-09-26

© 2003–2007 Jouni Smed 2

Tactical level

medium-term decisions

intermediary between strategic and operational levels

follow the plan made on the strategic level

convey the feedback from the operational level

considers a group of entities

a selected set of data to be scrutinized

co-operation within the group

Operational level

short-term decisions

reactive, real-time response

concrete and closely connected to the game world

considers individual entities

the cost of a wrong decision is relatively low

of course not to the entity itself

Use of the modelled knowledge

time series data

world = a generator of events and states, which can be labelled with symbols

prediction

what the generator will produce next?

production

simulating the output of the generator

how to cope with uncertainty?

Prediction

Modeller

maximum probability

Generator

Production

Modeller

random selection from

probability distribution

Decision-making methods

optimization

find an optimal solution for a given objective function

affecting factors can be modelled

adaption

find a function behind the given solutions

affecting factors are unknown or dynamic

(3)

Algorithms for Computer Games 2007-09-26

© 2003–2007 Jouni Smed 3

Optimization

solution optimality

local

optimum global optimum objective

function

Optimization methods

hill-climbing

how to escape local optima?

tabu search

simulated annealing

genetic algorithms

multiple search traces

swarm algorithms

Adaptation

solution feedback

sample cases fitted function

Adaptation methods

neural networks

training

supervised learning

unsupervised learning (e.g., self-organizing maps)

execution

hidden Markov model

recurring structures

Finite state machine (FSM)

components:

states

transitions

events

actions

state chart: fully connected directed graph

vertices = states

edges = transitions

Properties of FSM

1.

acceptor

does the input sequence fulfil given criteria?

2.

transducer

what is the corresponding output sequence for a given input sequence?

3.

computator

what is the sequence of actions for a given input sequence?

these properties are independent!

(4)

Algorithms for Computer Games 2007-09-26

© 2003–2007 Jouni Smed 4

Mealy and Moore machines

theoretical cathegories for FSMs

Mealy machine

actions are in transitions

the next action is determined by the current state and the occurring event

more compact but harder to comprehend

Moore machine

actions are in states

the next action is determined by the next state

helps to understand and use state machines in UML

Implementation

design by contract

two parties: the supplier and the client

formal agreement using interfaces

FSM software components

environment: view to the FSM (client)

context: handles the dynamic aspects of the FSM (supplier)

structure: maintains the representation of the FSM (supplier)

Noteworthy

structure is static

hard to modify

reactivity

memoryless representation of all possible walks from the initial state

states are mutually exclusive: one state at a time

not for continuous or multivalued values

combinatorial explosion

if the states and events are independent

risk of total rewriting

high cohesion of actions

Viittaukset

LIITTYVÄT TIEDOSTOT

For instance, capital budgeting methods play a central role and serve as answer machine aids to decision making.. A

Multi criteria group decision making method based on fuzzy sets approach for supplier selection problem. A fuzzy multi criteria decision making approach for vendor evaluation in

Key concepts in my study include: decision making or decision-making process, causation, effectuation, gamification, gamified healthcare and well-being solutions

Results show the normative elements of work context (ethical value, group creativity) positively influence employee’s level of commitment and ethical decision making,

They highlight the special interests of this thesis; different decision-making logics (namely effectuation and causation), the relationship between the decision-making logic

Samalla kuitenkin myös sekä systeemidynaaminen mallinnus että arviointi voivat tuottaa tarvittavaa tietoa muutostilanteeseen hahmottamiseksi.. Toinen ideaalityyppi voidaan

Tuotantostrategisia päätöksiä tehdään nykyisessä dynaamisessa liiketoimin- taympäristössä jatkuvasti. Tässä tutkimuksessa näillä päätöksillä tarkoitetaan

Df all the uncertainties that military high level commanders and their aides will be confronted with 1 will concentrate on five: the time factor, intelligence, the depend- ence