Coding - Artificial Intelligence (For the beginning, see N1).

ZX Jump #02
Continued. For the beginning, see N1. -== TEMPLATE THOUGHTS ==- At the dawn of video game creation, programmers faced serious problems buoy to place dots on the screen. They were happy regarding the successful imitation of battle tactics and writing a set of algorithms that control creatures. They thought they could umutupo- to create the mind using patterns, i.e., to describe throwing a row of numbers along the trajectory of movement. K for example, in the game Galaxians small kocmu- American ships make several circles, shoot at you for a while and come back return to their original place. When they perform these movements, they just follow the commands written in advance sleep templates. Designing templates is easy easy task and they found a use in many scenarios. All this can still it becomes much more difficult to pursue and get away with loneliness, but only at first glance. Easier saying: √ We randomly select some template; √ Movement of creatures in each passage cycle changes according to hanpab- line specified in the template; √ Move on to the next elementshab- womb. Each template can consist of arbitrary number of elements. One thing is important - when the set is exhausted commands specified by the template - go to to another. To demonstrate the use of templates I wrote an analogue from PC-based C to native spectrum-BASIC. The enemy approaches the player, depending on from distance, or simply being followed blows, or chooses to move according to a pattern well. Listing 1 (Fly): 1 LET px=100: LET py=100: LET ex=2: LET ey=2: LET dp=0: DIM x (3, 20): DIM y(3, 20): REM dp template execution flag 2 FOR f=1 TO 3: FOR g=1 TO 20 : READ x(f, g): NEXT g: NEXT f 3 FOR f=1 TO 3: FOR g=1 TO 20 : READ y(f, g): NEXT g: NEXT f 4 LET e1=ex: LET e2=ey: LET e 3=px: LET e4=py 5 BORDER dp 9 REM Player movement 10 IF INKEY$="q" THEN LET py=py+2 11 IF INKEY$="a" THEN LET py=py-2 12 IF INKEY$="p" THEN LET px=px+2 13 IF INKEY$="o" THEN LET px=px-2 14 IF dp<>0 THEN GO TO 23: REM If you- moving around the Template is completed, go around Pursuit algorithm. 15 IF px>ex THEN LET ex=ex+1 16 IF pxey THEN LET ey=ey+1 18 IF py 105 RETURN 9980 REM x- and y-components of templates 9990 DATA 1, 1, 1, 1, 1, 2, 2, -1, -2, -3 , -1, 0, 0, 1, 2, 2, -2, -2, -1, 0, 0, 0, 1, 2, 3, 4, 5, 4, 3, 2, 1, 3, 3, 3, 3, 2, 1, -2, -2 , -1, 0, -1, -2, -3, -3, -2, -2, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1 9991 DATA 0, 0, 0, 0,-1,-1, -1, -1, -1, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1 , 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 0, 0, 0, 0, 1 , 1, 1, 2, 2, -1, -1, -1, -2, -2, -1, -1, 0, 0, 0, 1, 1, 1, 1, 1 When you run this program, you will understand why is it called Mukha. Dot crawling on the screen and really resembles a fly. She approaches you and suddenly starts fly around. This character behavior embodied in just a few lines of prog- frameworks using the algorithm described above rhythm. Continue reading in the next issue - re.

Share your thoughts about the article