WEEK 1 Flashcards

(47 cards)

1
Q

What is decision making ?

A

it is the ability of a character to decide what to do

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2
Q

what are the main parts of making a decision

A
  1. input
  2. generate of
  3. output
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3
Q

what is the output of a decision ?

A

External Changes

internal changes

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4
Q

what is the input of decision maker ?

A

external knowledge

internal knowledge

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5
Q

What is a decision Tree

A

are simple structures, quite fast and easy to implement and
understand. The concept is simple: given a set of input information, decide
what’s the best action to execute.

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6
Q

What are decision tree’s made up from ?

A

nodes and leafs, root

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7
Q

what is a decision tree node?

A

nodes are where the decision are made, each node has a limit of 2

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8
Q

what is the root ?

A

the root is the first node of the decision tree,

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9
Q

what are the leafs ?

A

at the leafs a action is attached so that the agent does the action that the leafs says

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10
Q

how does the nodes makes a decision ?

A

Decisions at each node are made based on the internal knowledge of the agent,
or queried to a centralised manager object that provides this information, carried out automatically, leaves can have the same

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11
Q

what type of decision do the nodes make ?

A

typically they check a single numeric value an enumeration, or a single
boolean condition.
but you can have more complex operations, such as calculating distances, visibility checks, pathfinding, etc

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12
Q

How to do and and or in clauses ?

A

AND
1 1 = 1
1 0 = 0
0 =0

OR
1 = 1
0 1 = 1
0 0 = 0

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13
Q

what is a binary decision tree?

A
The N-ary tree requires less
comparisons: it’s more efficient.But, binary trees are more
common. Efficiency gain is lost
at the code level (sequence of if
statements). Also, binary
decision trees are more easily
optimized.
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14
Q

what is a balanced tree

A

where the tree has the same number of leaves on each branch, o(log2(n))

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15
Q

what is the auto time if iit is a total unbalanced tree ?

A

o(n)

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16
Q

other info

A
However, the optimal tree
structure depends on the
decision nodes. Most
commonly used checks should
be placed close to the root
node, and the most expensive
ones should be located closer
to the leaves.
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17
Q

what is aDAG

A

Directed Acyclic Graph

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18
Q

what is random decision tree

A

it is a descion tree that allows variatiion in the behaviiour by introducing a random element

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19
Q

what is HFSM ?

A

Hierarchical Finite State Machine

20
Q

can you combine FMS’S and Decision Trees ?

21
Q

what are the advantages of BT’s

A
  • Can incorporate numerous concerns such as path finding and planning
  • Modular and scalable
  • Easy to develop, even for non-technical developers
  • Can use GUIs for easy creation and manipulation of BTs
22
Q

a basic BT consists of how many and what nodes

A
  • Conditions: test some property of the game
  • Actions: alter the state of the game; they usually succeed
  • Composites: collections of child tasks (conditions, actions, composites)
23
Q

talk about selector and sequence

A

(?)selector is a OR statement

(->)sequence is and AND

24
Q

what is a blackboard ?

A

witch a blackboard you are decouple the data from tree (rather that, say, use
arguments to the actions).

25
Reuse of Behaviours ?
It is apparent that BTs, if designed properly, can be quite modular and hence it makes sense to re-use whole or partial trees. Actions and conditions can be parameterised and data can be exchanged via the blackboard. This allows one to re-use trees if agents require identical behaviours. This can be done in numerous different ways: • Use a cloning operation • Create a behaviour tree library • Use a dictionary and reference names to retrieve trees/sub-trees (this is normally known as look-up table)
26
what is a goal ?
The character can have one or multiple goals (motives) to accomplish. Not all of them need to be active at the same time, and they most likely will have different priorities.
27
what is a insistence
The insistence of a goal determines how important is to fulfil that goal. The agent will try to accomplish goals with higher insistence or reduce its value
28
what is an actiions
Actions: moves or interactions with the world that serve the agent to accomplish the goals (in several states from now).
29
how do you measure this
Each action can have a measure or utility of how much it affects the insistence of a goal.
30
ex
Example: our character is hungry. • The goal would be to minimize hunger. • The insistence would increase as time goes by without eating. • Actions could be direct (eat) or indirect (pre-heat oven).
31
what are the produmes with GOB
This is a simple and fast approach that generally gives good results. However: • It fails to account for side-effects an action might have. • It does not incorporate timing information
32
What is discontent ?
instead of focusing on reducing the goal(s) insistence, tries to reduce an overall discontent. Discontent can be calculated differently:
33
what are the different ways of calculated the differently
* Simplest approach: sum the insistence of all goals. | * Better: sum the squared value of the insistence of all goals.
34
what is an ex
* Goal 1: Eat (Insistence: 4) * Goal 2: Bathroom (Insistence: 3) * Action: Drink Soda (Utility: Eat - 2; Bathroom + 3) * Action: Visit Bathroom (Utility: Bathroom - 4) In our example: • Action: Drink Soda (Utility: Eat - 2; Bathroom + 3) • If taken: Eat = 2, Bathroom = 6, so discontent (sum: 8, squared: 40). • Action: Visit Bathroom (Utility: Bathroom - 4) • If taken: Eat = 4, Bathroom = 0, so discontent (sum: 4, squared: 16).
35
what is GOAP ?
Goal oriented action planning
36
what does GOAP do?
In order to be able to use GOAP, we need to have a predictive model (a.k.a. forward model) of the world. The agent has an internal simulator that allows to sample what would happen if certain actions are taken from an original state. Then, at each step, we would know which actions are available in our action space
37
what is Knowledge Representation
Knowledge representation: Representing information about the world in a form that an agent can utilize to solve complex tasks.
38
what are the different types of data represent
Symbolic: Specific values (speed=15.0, temperature=30) | • Fuzzy: Fuzzy values (speed=’fast’, temperature=’high’)
39
what does this data refer to
the world, pathfinding (naviigational mesh ), poittioning systems, liine of sight iinformatiion --internal, facts about the world
40
what are the ways of representing this information ?
Simple: arrays, dictionaries / hash maps. • Working memory. • Blackboards.
41
what are the different between long-term memory and short-term memory
• Long-term memory: long term facts (I was attacked by this player, this agent is my friend). • Short-term memory: volatile facts (there’s an enemy behind that door, there’s no food in the fridge).
42
what is the restion for have a working memorie
Working memories function as an internal model of the world, that allows the agent to draw beliefs which might be or not accurate with respect to the real world.
43
what are the advantages
Provide a simple overview to the agent’s state. • Possible place to store agent’s global state variables. • The system is modular.
44
what are the disadvantages ?
Scales poorly for multiple agents. • Centralized data. • Hard to keep track of its usage: what’s modified by whom and when?
45
what is a blackboard made up from
1. Blackboard 2. Knowleadge Sources (KSs) 3. Arbitrer
46
what iis a Knowledge Sources (KSs)
Set of components that are able to operate on the information held by the blackboard. Each one of them operates in certain circumstances (triggered by preconditions) and are responsible for manipulating a specific subset of data in the blackboard. These manipulations could take the form of inserting new facts, changing beliefs, setting new goals and communicating to other KSs only via the blackboard.
47
what are arbitrer ?
: In case of conflicts, the Arbitrer decides which KSs should operate. Different strategies are possible, and they may take into account the relevance of each KS, and their contribution towards goals or sub-goals.