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AI pada Game Development [Path Finding]

AI pada Game Development [Path Finding]. Agung Toto Wibowo http://gameprogramming.blog.ittelkom.ac.id/blog/ Bourg, David M ., dan Seeman, Glenn, ” AI for Game Developers “, O'Reilly, 2004. Apa “artificial intelligence”?.

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AI pada Game Development [Path Finding]

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  1. AI pada Game Development [Path Finding] Agung Toto Wibowo http://gameprogramming.blog.ittelkom.ac.id/blog/ Bourg, David M., dan Seeman, Glenn, ”AI for Game Developers “, O'Reilly, 2004

  2. Apa “artificial intelligence”? • Kemampuankomputerataumesin lain untukmelakukankegiatan-kegiatan(biasanyaberpikir) yang membutuhkankecerdasan • prosesatauilmudalammenciptakanmesincerdas • “apaitucerdas?“ • Cerdasmemerlukanhatinuranidanemosi yang terkaitdengankecerdasansecaramenyeluruh • kemampuanuntukmemecahkanmasalah yang memerlukankecerdasanjikaingindapatdipecahkanolehmanusiatidakcukup

  3. Deterministikvs Non-deterministik • Deterministic • perilakuataukinerja yang ditetapkandandapatdiprediksi • tidakadaketidakpastian • Contoh : menggerakkan NPC darisatukoordinatkelokasitujuan. • Nondeterministic • memiliki tingkat ketidakpastian dan agak tak terduga • Contoh : NPC belajaruntukberadaptasidengantaktikpertempuranpemain. • menggunakan JST, Bayesian, atauGA atauteknik learning yang lain.

  4. Basic Pathfinding • Algortimasangatsederhana • Masalahmunculpadasaatada obstacle if(positionX > destinationX) positionX--; else if(positionX < destinationX) positionX++; if(positionY > destinationY) positionY--; else if(positionY < destinationY) positionY++;

  5. Random Movement Obstacle Avoidance if Player In Line of Sight { Follow Straight Path to Player } else { Move in Random Direction }

  6. Tracing Around Obstacles Improved Tracing Los Tracing Basic Tracing

  7. Path Following • Terkadangpergerakanharusmengikutipola/arahtertentu, e.gjalan

  8. Wall-tracing path • Miripdengan obstacle, namunmengikutitembok • Pergerakanmengikuti relative direction

  9. Waypoint Navigation • Mengurangiwaktukomputasi, danrespon time • Menggunakanlabelling node, dan predefined routing table.

  10. AI Path Finding • UnInformed Search • Breadth First Search • Uniform Cost Search • Deth First Search • Depth LImited Search • Iterative Deepening Search • Informed Search • greedy Best First Search • A* search • Recursive Best First Search • Iterative Deepening A* • Simplified Memory A*

  11. Rangkuman

  12. Kunci Searching

  13. Romania (step cost dalam km)

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