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Title:ALGORITMI ZA ISKANJE POTI V RAČUNALNIŠKIH IGRAH
Authors:ID Bašič, Sašo (Author)
ID Novak, Bojan (Mentor) More about this mentor... New window
Files:.pdf VS_Basic_Saso_2011.pdf (25,25 MB)
MD5: 92DDBA64634724C3A658F689069AF7B6
PID: 20.500.12556/dkum/0caddb1c-1093-4f00-9450-f85b7015bcb9
 
Language:Slovenian
Work type:Undergraduate thesis
Organization:FERI - Faculty of Electrical Engineering and Computer Science
Abstract:Umetna inteligenca je eden izmed kritičnih sestavnih delov v sodobnem razvoju iger. Z izjemo grafike in zvoka, je zelo malo elementov, ki so bistvenega pomena, ko gre za sestavine zanimivega igranja. Umetna inteligenca da življenje razvojne ekipe in oblikovalcev v igro in igralcu predstavi izzive, ki naredijo igro zanimivo in zabavno. V mnogih pogledih je umetna inteligenca igra sama. Dejstvo je, da ni neobičajno za sodobne pogone iger, da namenijo kar 20% ali več svojega obdelovalnega časa le za umetno inteligenco. Pojem umetna inteligenca je nerodno opredeliti, saj ima veliko razvijalcev iger drugačen pogled na to, kaj umetna inteligenca pomeni in kaj točno predstavlja.
Keywords:C#, XNA, algoritmi, iskanje poti, A*, Dijkstra
Place of publishing:Maribor
Publisher:[S. Bašič]
Year of publishing:2011
PID:20.500.12556/DKUM-19186 New window
UDC:004.42:004.8(043.2)
COBISS.SI-ID:15211030 New window
NUK URN:URN:SI:UM:DK:IHMSN1DL
Publication date in DKUM:27.06.2011
Views:2228
Downloads:146
Metadata:XML DC-XML DC-RDF
Categories:KTFMB - FERI
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Secondary language

Language:English
Title:PATHFINDING ALGORITHMS IN COMPUTER GAMES
Abstract:Artificial intelligence is one of the critical components in the modern game development project. With the exception of graphics and sound, there are very few elements that are as vitally important when it comes to establishing engaging gameplay. Artificial intelligence breathes the life of the development team and the designers into the game, and presents the player with the challenges that keep the game interesting and fun to play. In many ways, artificial intelligence is the game. In fact, it is not uncommon for modern game engines to devote as much as 20% or more of their processing time solely to artificial intelligence. Artificial intelligence can be an awkward subject to define because many game developers hold a different set of ideas about what it means and what exactly it constitutes.
Keywords:C#, XNA, algorithms, pathfinding, A*, Dijkstra


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