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Karteikarten

AI Midterm

Mackenzie Wilson Game AI Middle Englisch 22 Karten

Karten in diesem Stapel (22)

  1. 1PhilosophyUnderstanding the nature of thought and the nature of intelligence
  2. 2PsychologyUnderstanding the mechanics of the human brain and its mental processes
  3. 3EngineeringUnderstanding how humans perform tasks and building algorithms to mimic this performance
  4. 4The early daysThe philosophy started even before computers, questioning what produced thought, and could an object have life. started with mechanical models. world war 2 motivated making computers that could do calculations people normally would. Alan Turing, John von-Nrumann, and claude shannon. big names
  5. 5The Turing Testderived from "Imitation Game". someone in a separate room would have to guess between a computer and person which is the human. This was done by asking questions, and trying to figurer it out based on response.
  6. 6The Chinese RoomWas made to prove the Turing Test meaningless. A computer took in Chinese characters, and produced other Chinese character as a response.
  7. 7Strong and weak AIThe Chinese room produced two ideas:
    Strong AI - Hypothesis that machines would count as having actual minds.
    Weak AI - Hypothesis that machines could possibly behave intelligently.
  8. 8The Symbolic Eralate 1950s through early 80s.
    Lead to the rule that the more knowledge you have, the less you search for the answer, but the better/faster you search, the less knowledge you need. used pathfinding, decision trees, state machines steering algorithms, and if... then.
  9. 9The Modern Era1980s - early 90s due to two main issues:
    symbolic worked with simple problems, but not complex ones, still couldn't mimic the human mind. move towards natural computing: neural network, genetic algorithms.
  10. 10AI modelStrategy, Decision making, and movement
    strategy is whole team based, where as decision making and movement are character-by-character. Some games may not need both group and character. It depends.
  11. 11StrategyThe overall mindset a group has. Decision making will be influenced by group strategy, but each individual will have their own decision making.
  12. 12Decision MakingA single character working out what to do. Based on a range of different possible behaviours like attacking, idling... the decision making system picks the best choice. Usually based on proximity to things such as the player character.
  13. 13MomentTurns the decision making into some kind of motion. Can include path finding or other more complex algorithms to help navigate through environments.
  14. 14Agent based AIThe bottom-up design in working out how each character will behave and then implement the AI needed to produce that behaviour. an agent is anything that
  15. 15PEASPerformance, Environment, actuators, sensors.
  16. 16Simple reflex agentSelect action on the basis of current percept, ignoring all past percepts
  17. 17Model-based reflex agentmaintains a state that keeps track of parts of the environment that can't be observed at the moment
  18. 18Goal-based agentThis agent has information on it's goal, and picks the best possible action in the current state.
  19. 19Utility-based agentThe agent uses a utility function to evaluate the desirability of state that could result from each possible environment
  20. 20seekgets the direction of the target, and requests a velocity to take to said target.
  21. 21fleereverse of seek
    steering.velocity = character.position - target.position
  22. 22arrivelike seek, but with and added area around the target to stop, and start slowing down

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Beschreibung
Middle Game AI Karteikarten am AI Midterm, erstellt von Mackenzie Wilson am 20/10/2015.
Erstellt von
Mackenzie Wilson
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