Al Shipyard: Finite state machine al engine for Ai Cap'n

The research is about on the creation of a visual programming tool for the game Al Cap'n. The game teaches artificial intelligence concepts (such as path-finding and decision trees) and agent-based artificial intelligence by allowing users to create their own agents. The research addresses the...

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Bibliographic Details
Main Authors: Benavidez, Karl Stephan G., Caronongan, Arturo P., III
Format: text
Language:English
Published: Animo Repository 2010
Online Access:https://animorepository.dlsu.edu.ph/etd_bachelors/10473
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Institution: De La Salle University
Language: English
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Summary:The research is about on the creation of a visual programming tool for the game Al Cap'n. The game teaches artificial intelligence concepts (such as path-finding and decision trees) and agent-based artificial intelligence by allowing users to create their own agents. The research addresses the difficulty faced by users who create agents through manual coding. The decision pattern of the agents in this visual tool will be using finite state machines, a graphical interpretation of system states. Using this representation, the program should be able to show the user a finite-state machine representation of their desired agent. After its formulation, the output should be a java bot class which can control an instance of a ship in the game.