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Game Design and Artificial Intelligence - Bournemouth University

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<strong>Game</strong> <strong>Design</strong> <strong>and</strong> <strong>Artificial</strong> <strong>Intelligence</strong><br />

David Hopkins<br />

Fig 2.1 – Overview of the data h<strong>and</strong>ling in the game<br />

During this project, it was imperative to try <strong>and</strong> keep the number of global variables to a minimum<br />

if possible as this would be more liable to errors due to repeating names. This was problem was<br />

solved by keeping most of the data rapped up in variables in lists with object orientation. The use<br />

of Object Factories [rollings01] could also have made a large difference in keeping the code tidy,<br />

but a lack of time for the implementation prevented this.<br />

<strong>Artificial</strong> <strong>Intelligence</strong> <strong>and</strong> Finite State Machines<br />

For this project, the <strong>Artificial</strong> <strong>Intelligence</strong> didn’t need to be overly complex, though at one point<br />

further research into genetic algorithms <strong>and</strong> neural networks [ai­junkie01] looked a distinct<br />

possibility. Neural networks, based on genetic algorithms, try to simulate the way the human brain<br />

works by taking a number of inputs into a “ neuron” which effectively calculates a result <strong>and</strong> returns<br />

an output. As impressive as this method of AI is, it seemed needlessly awkward considering what<br />

the program required.<br />

During the first attempt at the space combat situation, I had already stumbled on the functionality of<br />

the FSM (finite state machine). I was working on a system that used a switch statement based on a<br />

state which was one of either, fly towards, stop or drift. This is an example of a very simple FSM.<br />

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