X hits on this document

PDF document

Enhanced NPC Behaviour using Goal Oriented Action Planning - page 68 / 110

277 views

0 shares

0 downloads

0 comments

68 / 110

per second (FPS) was stored. The number of times a GOAP system plans on average alongside the average number of state changes was obtained from ten twenty minute tests between the two types of AI (GOAP without squads and FSMs without squads).

Experimental plan

For each map:

Last Man Standing and Deathmatch games

GOAP vs. FSM – 1x60minute tests

Domination and Capture the Flag

GOAP with Squad vs. FSM with Squad – 5 x 20 minute tests

GOAP with Squad vs. FSM without squad – 5 x 20 minute tests

GOAP without squad vs. FSM without squad – 5 x 20 minute tests

FSM Squad vs. GOAP without squad – 5 x 20 minute tests

GOAP Squad vs. GOAP without squad – 5 x 20 minute tests

FSM squad vs. FSM without squad – 5 x 20 minute tests

Technical Experiments

GOAP No Squad vs. GOAP No Squad – 1x25 minute test

FSM No Squad vs. FSM No Squad –1x 25 minute test

These tests were performed in the Deathmatch game mode whilst being monitored by VTune.

Total time for experiments came to 1490 minutes which approximates to twenty-five hours of testing.

60

Document info
Document views277
Page views281
Page last viewedMon Dec 05 04:24:04 UTC 2016
Pages110
Paragraphs700
Words23812

Comments