Utility System
In video game AI, a utility system, or utility AI, is a simple but effective way to model behaviors for non-player characters. Using numbers, formulas, and scores to rate the relative benefit of possible actions, one can assign utilities to each action. A behavior can then be selected based on which one scores the highest "utility" or by using those scores to seed the probability distribution for a weighted random selection. The result is that the character is selecting the "best" behavior for the given situation at the moment based on how those behaviors are defined mathematically. Key concepts The concept of utility has been around for centuries – primarily in mathematically dependent areas such as economics. However, it has also been used in psychology, sociology, and even biology. Because of this background and the inherent nature of needing to convert things to math for computer programming, it was something that came naturally as a way of designing and expressing behavi ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Artificial Intelligence (video Games)
In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-player characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in the 1950s. AI in video games is a distinct subfield and differs from academic AI. It serves to improve the game-player experience rather than machine learning or decision making. During the golden age of arcade video games the idea of AI opponents was largely popularized in the form of graduated difficulty levels, distinct movement patterns, and in-game events dependent on the player's input. Modern games often implement existing techniques such as pathfinding and decision trees to guide the actions of NPCs. AI is often used in mechanisms which are not immediately visible to the user, such as data mining and procedural-content generation. In general, game AI does not, as might be thought and sometimes is ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Biology
Biology is the scientific study of life. It is a natural science with a broad scope but has several unifying themes that tie it together as a single, coherent field. For instance, all organisms are made up of cells that process hereditary information encoded in genes, which can be transmitted to future generations. Another major theme is evolution, which explains the unity and diversity of life. Energy processing is also important to life as it allows organisms to move, grow, and reproduce. Finally, all organisms are able to regulate their own internal environments. Biologists are able to study life at multiple levels of organization, from the molecular biology of a cell to the anatomy and physiology of plants and animals, and evolution of populations.Based on definition from: Hence, there are multiple subdisciplines within biology, each defined by the nature of their research questions and the tools that they use. Like other scientists, biologists use the sc ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Game Developers Conference
The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Awards and Independent Games Festival, and a variety of tutorials, lectures, and round Table, roundtables by industry professionals on game-related topics covering Video game programmer, programming, game design, design, audio, production, business and management, and visual arts. History Originally called the Computer Game Developers Conference, the first conference was organized in April 1988 by Chris Crawford (game designer), Chris Crawford in his San Jose, California-area living room. About twenty-seven designers attended, including Don Daglow, Brenda Laurel, Brian Moriarty, Gordon Walton, Tim Brengle, Cliff Johnson (game designer), Cliff Johnson, Dave Menconi, and Carol and Ivan Manley. The second conference, held that same year at a Holiday Inn at Milpitas, California, Milpitas, attracted abou ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Thermodynamic Temperature
Thermodynamic temperature is a quantity defined in thermodynamics as distinct from kinetic theory or statistical mechanics. Historically, thermodynamic temperature was defined by Kelvin in terms of a macroscopic relation between thermodynamic work and heat transfer as defined in thermodynamics, but the kelvin was redefined by international agreement in 2019 in terms of phenomena that are now understood as manifestations of the kinetic energy of free motion of microscopic particles such as atoms, molecules, and electrons. From the thermodynamic viewpoint, for historical reasons, because of how it is defined and measured, this microscopic kinetic definition is regarded as an "empirical" temperature. It was adopted because in practice it can generally be measured more precisely than can Kelvin's thermodynamic temperature. A thermodynamic temperature reading of zero is of particular importance for the third law of thermodynamics. By convention, it is reported on the ''Kelvin scale'' ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Boltzmann Distribution
In statistical mechanics and mathematics, a Boltzmann distribution (also called Gibbs distribution Translated by J.B. Sykes and M.J. Kearsley. See section 28) is a probability distribution or probability measure that gives the probability that a system will be in a certain state as a function of that state's energy and the temperature of the system. The distribution is expressed in the form: :p_i \propto e^ where is the probability of the system being in state , is the energy of that state, and a constant of the distribution is the product of the Boltzmann constant and thermodynamic temperature . The symbol \propto denotes proportionality (see for the proportionality constant). The term ''system'' here has a very wide meaning; it can range from a collection of 'sufficient number' of atoms or a single atom to a macroscopic system such as a natural gas storage tank. Therefore the Boltzmann distribution can be used to solve a very wide variety of problems. The distribu ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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The Sims
''The Sims'' is a series of life simulation video games developed by Maxis and published by Electronic Arts. The franchise has sold nearly 200 million copies worldwide, and it is one of the best-selling video game series of all time. The games in the ''Sims'' series are largely sandbox games, in that they lack any defined goals (except for some later expansion packs and console versions which introduced this gameplay style). The player creates virtual people called "Sims", places them in houses, and helps direct their moods and satisfy their desires. Players can either place their Sims in pre-constructed homes or build them themselves. Each successive expansion pack and game in the series augmented what the player could do with their Sims. ''The Sims'' series is part of the larger ''Sim'' series, started by ''SimCity'' in 1989. Development Game designer Will Wright was inspired to create a "virtual doll house" after losing his home during the Oakland firestorm of 1991 and ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Behavior Tree (artificial Intelligence, Robotics And Control)
A behavior tree is a mathematical model of plan execution used in computer science, robotics, control systems and video games. They describe switchings between a finite set of tasks in a modular fashion. Their strength comes from their ability to create very complex tasks composed of simple tasks, without worrying how the simple tasks are implemented. Behavior trees present some similarities to hierarchical state machines with the key difference that the main building block of a behavior is a task rather than a state. Its ease of human understanding make behavior trees less error prone and very popular in the game developer community. Behavior trees have been shown to generalize several other control architectures. Background Behavior trees originate from the computer game industry as a powerful tool to model the behavior of non-player characters (NPCs). They have been extensively used in high-profile video games such as Halo, Bioshock, and Spore. Recent works propose behav ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Sociology
Sociology is a social science that focuses on society, human social behavior, patterns of Interpersonal ties, social relationships, social interaction, and aspects of culture associated with everyday life. It uses various methods of Empirical research, empirical investigation and critical analysis to develop a body of knowledge about social order and social change. While some sociologists conduct research that may be applied directly to social policy and welfare, others focus primarily on refining the Theory, theoretical understanding of social processes and phenomenology (sociology), phenomenological method. Subject matter can range from Microsociology, micro-level analyses of society (i.e. of individual interaction and agency (sociology), agency) to Macrosociology, macro-level analyses (i.e. of social systems and social structure). Traditional focuses of sociology include social stratification, social class, social mobility, sociology of religion, religion, secularization, S ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Behavior Modelling
In artificial intelligence, a behavior selection algorithm, or action selection algorithm, is an algorithm that selects appropriate behaviors or actions for one or more intelligent agents. In game artificial intelligence, it selects behaviors or actions for one or more non-player characters. Common behavior selection algorithms include: *Finite-state machines ** Hierarchical finite-state machines * Decision trees *Behavior trees * Hierarchical task networks *Hierarchical control systems *Utility systems *Dialogue tree (for selecting what to say) Related concepts In application programming, run-time selection of the behavior of a specific method is referred to as the strategy design pattern. See also * Cognitive model - all cognitive models exhibit behavior in terms of making decisions (taking action), making errors, and with various reaction times. * Behavioral modeling, in systems theory * Behavioral modeling in hydrology * Behavioral modeling in computer-aided design * Be ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Psychology
Psychology is the scientific study of mind and behavior. Psychology includes the study of conscious and unconscious phenomena, including feelings and thoughts. It is an academic discipline of immense scope, crossing the boundaries between the natural and social sciences. Psychologists seek an understanding of the emergent properties of brains, linking the discipline to neuroscience. As social scientists, psychologists aim to understand the behavior of individuals and groups.Fernald LD (2008)''Psychology: Six perspectives'' (pp.12–15). Thousand Oaks, CA: Sage Publications.Hockenbury & Hockenbury. Psychology. Worth Publishers, 2010. Ψ (''psi''), the first letter of the Greek word ''psyche'' from which the term psychology is derived (see below), is commonly associated with the science. A professional practitioner or researcher involved in the discipline is called a psychologist. Some psychologists can also be classified as behavioral or cognitive scientists. Some psyc ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Economics
Economics () is the social science that studies the Production (economics), production, distribution (economics), distribution, and Consumption (economics), consumption of goods and services. Economics focuses on the behaviour and interactions of Agent (economics), economic agents and how economy, economies work. Microeconomics analyzes what's viewed as basic elements in the economy, including individual agents and market (economics), markets, their interactions, and the outcomes of interactions. Individual agents may include, for example, households, firms, buyers, and sellers. Macroeconomics analyzes the economy as a system where production, consumption, saving, and investment interact, and factors affecting it: employment of the resources of labour, capital, and land, currency inflation, economic growth, and public policies that have impact on glossary of economics, these elements. Other broad distinctions within economics include those between positive economics, desc ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |