Thursday, 8 November 2012

Ant, Bee, and Swarm Particle Algorithms




Ant Colony Optimization (ACO)
When ants are searching for food they release pheromones along their routes to guide other ants to the food source. The stronger the pheromone trail the more ants that will follow it and make the trail stronger. As time passes pheromones will disappear and the shortest route will be the only route left.
Example of games that use this algorithm;
    Tetris,
     and an optimization of Pacman, Ms Pacman.

Artificial Bee Colony (ABC)
Scout bees search random flower patches and return to the hive where they evaluate the patches they visited by certain qualities. While at the hive they perform the “waggle dance” which tells the rest of the hive the location of the food source. The onlookers determine what food source they will collect from based on profitability. When they are finished with that food source the bee then scouts for other sources.
Implemented example games;
    Sudoku,
    The Hexxagon Game.

Particle Swarm Optimization (PSO)
This algorithm was based on birds seeking food, where there is a piece of food and many birds in that area. All of the birds know their distance from the food and the birds closest to the food.
Game examples;
    TicTacToe,
    Checkers.

Thursday, 1 November 2012

Pattern Movement in Alice:Madness Returns




In Madness Returns pattern movements are seen in the environment, and NPC actions. 
This game has a lot of different environments from caves, derelict buildings, to the sea. In all these environments there is visible pattern movement in background objects and creatures, e.g. flags, fire, water, and Nutterflys(creatures). As this game is a 3D platformer it is necessary to discuss the pattern movement of the platforms. There are three types of platforms, pattern movement wise, in the game, there are solid non moving, action triggered, and continual movement platforms. Apart from the completely still platforms they use predictable pattern movement once activated if they need to be. While the environment and platforms do not necessarily show intelligence they create atmosphere and challenge.
Pattern Movement in NPCs as in most games are clearly visible in enemies to non-enemies. Non combat NPCs mainly stay stationary and only interacts with the player by speaking set lines. The main appearance of pattern movement in NPCs is in combat. An example of this is noticing when in a battle the direction that the enemies chase after you, if you die and decide on your next try to go a different way the enemies will adapt and change their movement. This is an example of pattern movement that gives the illusion of intelligence.