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44
animats model.
The realization of
the
main components of animat for
monsters can be
explained as follows.
i.
Perception
is
used
by
monster
to
attain
information
from'
its
surrounding
for
decision making.
ii.
Decision
making
is
interrelated to a
number of states that represent the available
activities
for
the
monster,
such
as
navigation
(movement),
attack
and
defense,
etc.
The
filtered inputs
from the animats perceptions will be
used
to
guide the
A.I. (the brain) to produce or decide the desirable and proper output (the states).
iii.
Navigation
is
the
components
which
allow
the
animats
to
perform
movement
within the virtual environment.
For
instance,
monster A
identifies that there
is a
character which
is aligned to
its
line of
sight (perception) and
given that
A
is
considered
to
be
aggressive
in
personality, hence
the
A
will
move
towards
(navigation as
a
result
of
decision
making)
to
characters
location to have a distance that is close enough to perform an attack phase.
Moreover, despite of the fact that learning is capable of providing superior advancement
to
the
animat,
this
module
will
be
avoided or
put
to
minimal use
for
this
MORPG,
because
of
the
development
limitation
(resource
and
time)
to
support
complex
algorithms that use a significant amount of resources which may harm the server.
The
animats
components
are
implemented
using
the
basis
of
the
theories
described
in
the previous section. It can be summarized as follows:
-
Decision making: Finite State Machine (FSM)
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