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Enhanced NPC Behaviour using Goal Oriented Action Planning - page 69 / 110

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5.3 Experimental Results and discussion

The Deathmatch and Last Man Standing results are the obvious results to examine first as they indicate how the GOAP and FSM systems performed when pitched against one another without any squad commands or any overall goal to achieve in the game mode. In the Last Man Standing game, the GOAP system out-performed the FSM system in both maps, see figure 12 for the experiment results. The GOAP system survives longer (i.e. fewer deaths) and kills more agents than the FSM and as a consequence also wins the Last Man Standing game more often. With scores of 193 for the GOAP system and 81 for the FSM, the GOAP system scores more than double the FSM system, clearly illustrating the difference between the two systems without any squads attached. During testing, it was possible to clearly see and almost predict the transitions between states for the FSM agents while this wasn’t the case when inspecting the GOAP system. This is a common major criticism of FSMs.

Figure 12 Last Man Standing & Deathmatch results

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