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Title:Uporaba končnih avtomatov v igrah : zaključno delo
Authors:ID Sevčnikar, Nejc (Author)
ID Kolmanič, Simon (Mentor) More about this mentor... New window
Files:.pdf VS_Sevcnikar_Nejc_2021.pdf (1,90 MB)
MD5: 8E2B1E8699159FD2EB375FDE8EDB7A34
PID: 20.500.12556/dkum/117c3811-cb7a-4b6e-b158-ee322844e12a
 
Language:Slovenian
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FERI - Faculty of Electrical Engineering and Computer Science
Abstract:Diplomska naloga opisuje izdelavo končnih avtomatov, ki se lahko odzovejo na okolico in med seboj komunicirajo. Implementiramo jih znotraj računalniške igre z namenom interakcije z igralcem. Končnemu avtomatu definiramo stanja in pogoje za prehode med njimi. Na podlagi tega vežemo na stanja ustrezne dogodke. Stanjem dodamo animacije in vežemo pogoje za prehode na interne spremenljivke ali okolice. Zraven dodamo preprostega igralca, ki lahko vpliva na delovanje končnih avtomatov. Rezultat je več agentov znotraj igre, ki se lahko pomikajo po mapi in delujejo neodvisno. Poleg tega lahko sodelujejo tako, da premagajo igralca.
Keywords:končni avtomati, video igre, umetna inteligenca
Place of publishing:Maribor
Place of performance:Maribor
Publisher:[N. Sevčnikar]
Year of publishing:2021
Number of pages:IX, 48 str.
PID:20.500.12556/DKUM-80705 New window
UDC:004.8:004.96(043.2)
COBISS.SI-ID:86856963 New window
Publication date in DKUM:18.10.2021
Views:1050
Downloads:64
Metadata:XML DC-XML DC-RDF
Categories:KTFMB - FERI
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Licences

License:CC BY-NC 4.0, Creative Commons Attribution-NonCommercial 4.0 International
Link:http://creativecommons.org/licenses/by-nc/4.0/
Description:A creative commons license that bans commercial use, but the users don’t have to license their derivative works on the same terms.
Licensing start date:29.09.2021

Secondary language

Language:English
Title:Use of finite state machines in games
Abstract:This bachelor’s thesis describes the creation of finite-state machines that can dynamically respond to their environment and communicate with each other. We implement them within a video game to interact with the player. We define the states of the finite-state machine and the transitions between them. Alongside them, we add animations to each state and link the transitions to internal variables and the surroundings. We also create a simple player capable of affecting the workings of finite-state machines. As a result, we get several finite-state machines inside a video game that can move around independently. They can also interact with each other to try and defeat the player.
Keywords:finite-state machines, video games, artificial intelligence


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