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45
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Navigation: steering behavior and group behavior
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Perceptions:
data are
acquired
from
user-monster
interaction (e.g. sight, attack,
etc).
In
terms
of
characters
status
and
skill,
the
Artificial
Intelligence
is
used
to
discover
users
playing
behavior,
which
leads
to
A.I.
as
machine
intelligence and
set
of
technology.
The Artificial Intelligence
will
filter the
inputs from
the
in-game characters
activities
to
match
the
requirement
for
computation
and
perform
an
increment
of
the
appropriate
status
as
well
as
deciding
the
accompanying skill.
Both
status
and
skill
involves
specific
calculation procedure
from
the
Artificial
Intelligence; however
the
nature of status and skills
is different. Status deals with
five attribute variables (Strength,
Intelligence,
Vitality,
Evasion,
and Accuracy)
and
it only
requires
these
numerical
values to be
increased appropriately in terms of the
magnitude, hence
it does not
involve
any
complicated procedure
for
its
computation. On
the
other
hand,
users
skill
involves
the total of twenty (20) skills that
is divided equally among
melee based and range based
character (e.g.
10
skills
for
melee and
10
skills
for
range) and
are
further classified into
two
groups,
which
are
passive
and
active. With
such
organization,
it
requires
a
data
structure
to
effectively manage
these
data
classification
which
will
be
used
for
A.I.
computation
and
randomization,
and
therefore
tree
data
structure,
specifically
general
tree, is proposed to solve this matter.
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