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Decision Making:
* NPC Think Cycle:
o Update predicate values (conditions)
o If any conditions interrupt the current schedule, select a new schedule
o Perform next task in schedule list
o If task fails, go to fail schedule (if defined) or select a new schedule
o If all tasks have been completed, select a new schedule
Tactical Analysis
* Level designers place waypoints in the environment for navigation
* Node graph contains node connectivity information for a map
* Waypoints can also be evaluated for their visibility
* Information can be used to make tactical decisions
Waypoint Analysis
* Limited CPU time
* Decisions must be made quickly (as few CPU cycles as possible)
* Data must stored efficiently
* Store visibility data in a “bit-string” class
* Danger Nodes
o Determined by “OR”ing the visibility of all enemy’s (k) nearest nodes
* Safe Nodes
o Is its inverse
Finding a Safe Attack Position
* While attacking a selected enemy, an NPC shouldn’t expose itself to other enemies
* A good attack position will:
o Provide line-of-site (LOS) to the selected enemy
o Provide cover from all other enemies
* To find such locations, first find all nodes which have LOS to the selected enemy
* Call selected enemy “a”
Finding a Safe Attack Position
* Next determine the set of nodes that are visible to all other enemies
Finding a Safe Attack Position
Nodes are visible to other enemies
* The set of good attack positions is the set of nodes with LOS to the enemy intersected with the inverse of the set of nodes with LOS to all other enemies
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