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Learning Game AI Programming with Lua

You're reading from  Learning Game AI Programming with Lua

Product type Book
Published in Nov 2014
Publisher Packt
ISBN-13 9781783281336
Pages 352 pages
Edition 1st Edition
Languages
Author (1):
David Young David Young
Profile icon David Young

Table of Contents (16) Chapters

Learning Game AI Programming with Lua
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with AI Sandbox 2. Creating and Moving Agents 3. Character Animations 4. Mind Body Control 5. Navigation 6. Decision Making 7. Knowledge Representation 8. Perception 9. Tactics Index

Knowledge sources


For our current soldier agents, we have two main sources of knowledge: the userData structure and logic evaluators that calculate results on the fly. While both of these techniques work, they quickly become unscalable, as no central system controls the rate at which they're updated, modified, or accessed from.

We can encapsulate our knowledge sources that require complex calculations into a data structure of their own. Once we've abstracted these sources, we can regulate their update frequency, cache calculations, and centralize access.

Creating a knowledge source

Knowledge sources have a few main characteristics: cached evaluation of the resulting calculation, the confidence of the evaluation, and the update frequency.

The cached evaluation is merely the result of the evaluator function the KnowledgeSource instance stores internally. The confidence measure is a value between 0 and 1, which our knowledge data structure can use to determine the best piece of knowledge to be...

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