Utility system
In game artificial intelligence, a utility system is a simple but effective way to model behaviors for non-player characters, by assigning utilities to each action based on some heuristics, and by choosing to perform an action with a high utility. Either the action with the highest utility is chosen, or an action is randomly chosen based on some given probability distribution. In The Sims 3, a modified version of the Boltzmann distribution is used to choose an action for a Sim, using a temperature that is low when the Sim is happy, and high when the Sim is doing badly to make it more likely that an action with a low utility is chosen.[1]
References
- ↑ Evans, Richard. "Modeling Individual Personalities in The Sims 3". GDC Vault. pp. 36–38. Retrieved 21 September 2015.
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