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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 0 1 00:00:00,060 --> 00:00:05,990 Before we can discuss decision systems, we must first look at what makes an AI work. 1 2 00:00:06,000 --> 00:00:07,410 What are its parts? 2 3 00:00:08,160 --> 00:00:16,110 An AI Agent is possible because of the following parts: the brain which is responsible for the decision 3 4 00:00:16,110 --> 00:00:16,830 making. 4 5 00:00:16,890 --> 00:00:23,910 The senses or sensors are the AI's way of detecting enemies, obstacles and more. 5 6 00:00:24,240 --> 00:00:28,920 They are linked to the brain to provide the accurate information in real time. 6 7 00:00:28,920 --> 00:00:36,690 The body receives the actions from the brain and executes them, and the legs are mostly used to move 7 8 00:00:36,690 --> 00:00:39,900 the character using different pathfinding algorithms. 8 9 00:00:39,930 --> 00:00:46,650 Let's now focus on the brain of the AI, the decision systems. And there are a couple of them. 9 10 00:00:46,650 --> 00:00:49,290 We will take each one and discuss it a little. 10 11 00:00:49,290 --> 00:00:51,330 Finite State Machines. 11 12 00:00:51,330 --> 00:00:53,310 This AI is used a lot. 12 13 00:00:53,310 --> 00:00:59,790 Actions are mapped to states and the AI can be in a particular state at the specific time. 13 14 00:01:00,210 --> 00:01:07,320 The states are interconnected together with transitions that get triggered when a particular change 14 15 00:01:07,320 --> 00:01:08,700 happens to the agent. 15 16 00:01:08,790 --> 00:01:14,490 Specific games to this are Doom and Quake, but there are a lot of other games using finite state machines 16 17 00:01:15,210 --> 00:01:15,690 Behavior trees 17 18 00:01:15,690 --> 00:01:22,860 Are very common in most game engines, having even a direct integration in Unreal Engine. 18 19 00:01:22,860 --> 00:01:29,160 Their main selling point is that the designer can create any AI system without having to interact with 19 20 00:01:29,160 --> 00:01:30,240 any piece of code. 20 21 00:01:30,330 --> 00:01:32,160 They are very flexible to use. 21 22 00:01:32,610 --> 00:01:36,960 One example for behavior trees is of course Halo. 22 23 00:01:36,990 --> 00:01:39,870 Planning. This one is very similar to state machines. 23 24 00:01:40,050 --> 00:01:46,080 The main difference is that the states that represent the actions are not connected to each other, 24 25 00:01:46,170 --> 00:01:54,270 but rather these are connected real time through a specific algorithm that gets the best possible action 25 26 00:01:54,270 --> 00:01:54,870 sequence. 26 27 00:01:54,930 --> 00:02:01,680 This is not a common way to do AI, but it's found in games like F.E.A.R. Utility AI 27 28 00:02:01,800 --> 00:02:07,230 The utility AI does not have a particular structure but rather a set of rules. 28 29 00:02:07,590 --> 00:02:14,100 It's mostly used to handle complex actions like an RPG character that has multiple skills and needs 29 30 00:02:14,100 --> 00:02:17,160 to pick one or another based on the current situation. 30 31 00:02:17,340 --> 00:02:24,150 This is mostly found in RPG games or card games or games that require the AI to decide from a big list 31 32 00:02:24,150 --> 00:02:24,990 of actions. 32 33 00:02:25,440 --> 00:02:28,320 Games for this are Dragon Age Inquisition. 3454

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