Created by Ken Perlin in 1983, Perlin noise is a
procedural noise algorithm that generates a smooth,
continuous, and random pattern, which makes the
texture look more realistic even though it is generated
by AI. It accomplishes such a task as it calculates the
noise patterns by performing a series of actions such
as interpolating between a grid of random gradient
vectors and combining multiple octaves of noise.
On the other hand, also introduced by Perlin in
2002, Simplex noise served as an alternative to the
early Perlin noise, with a higher efficiency and
smoother noise pattern in complex terrain. Simplex
noise has a faster gradient evaluation that allows it to
extend to a higher dimension (Gustavson S, McEwan
I, 2022).
3.2 Constraint Satisfaction Problems
Normally, in simulation games, problems will always
arise as time progresses. For NPC to act like humans
is also an important factor in determining whether a
simulation game is good or bad. Therefore, this led to
the introduction of Constraint Satisfaction Problems,
a technique involving a series of problems that match
the above key points, into simulation games.
Constraint Satisfaction Problems is a powerful
problem-solving technique that finds solutions to
problems that involve satisfying a set of constraints
or requirements. The fundamental principle behind
Constraint Satisfaction Problems is to represent the
problem as a set of variables, each with a domain that
represents the possible value stored, and a set of
constraints that limit the values (Barták, Salido, Rossi,
2010). The goal is also set but must be accomplished
under constraint.
Constraint Satisfaction Problems fit well with
simulation games since problems emerge at any time
in this kind of game. In order to act like humans
(that’s what simulation games are looking for), the
constraints in Constraint Satisfaction Problems will
limit the behaviour of the NPC and govern the game
world. These constraints can capture the complex and
often conflicting issues that humans face in the real
world. This flexibility allows the simulation to
produce further nuanced and realistic scenarios, thus
enhancing the player’s experience.
4 CONCLUSIONS
With the summary of previous section had implies,
games are an ideal domain of AI. In this paper,
different basic AI methods and algorithms as well as
AI applications in games are summarized and
presented. However, there are still many open
questions about the application of AI in such fields.
Some of the potential challenges are listed below:
Whether the ai can become a qualified
teammate and cooperate with different types of
players, so that the player's experience would rise.
Whether the AI’s output in some algorithms
may be too predictable, which will reduce challenge
and excitement for players.
Whether humans can create a universal game
AI with a unified framework, resulting in a lower cost
of game development.
Apparently, different AI methods are most likely
relevant to each other, with each based on the other's
ability to extend new AI methods. Therefore, it is
suggested that enrolling the combination of various
AI methods that already exist in order to learn from
each other’s strong points is an essential and
ineluctable thing to do for development of new AI
methods or algorithms.
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