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Enhanced NPC Behaviour using Goal Oriented Action Planning - page 78 / 110

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Figure 16 Number of plans formed vs. Number of state transitions

The average FPS was also monitored during the experimental phase. The average frame rate from the GOAP system (without squads enabled) was 439 frames per second while the average from the FSM system (also without squads enabled) was 464 frames per second. This difference in frame rate emphasises the difference in performance between the two AI techniques.

The technical results clearly show that the FSM system provides better performance than the GOAP system with better frame rates, memory management and CPU usage.

Finally, the ease of management, flexibility and reusability of GOAP and FSMs was measured by extending the two systems to incorporate new game modes, new behaviour and different agent types. The first test was to increase the number of game modes. As discussed in the Implementation section, the GOAP system required far fewer changes to allow it to function with the new game modes than the FSM system. The Deathmatch and Last Man Standing game modes required changes to be made in several FSM states while the GOAP system simply required a new XML file for each game mode. The Capture the Flag game

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