![]() Actor: An Actor can actively affect the state of the world.For example, Foxes, Rabbits, and Grass are Items. Item: An Item represents a physical object in the virtual world that occupies a field in a specific location, where it is represented with a picture.The world contains the following object types, with each type having different properties and specifications described here. This section describes the design of the virtual world and its rules. The best AIs are those that generate the largest average animal population over the entire time, measured separately for rabbits and foxes. Provide a more intelligent behavior for Rabbits and Foxes by providing an implementation of their AI classes. Part 2: Create intelligent AIs for Rabbits and Foxes You may want to introduce additional interfaces or abstract classes where suitable. When designing your items think about subtyping and interfaces. Your items might range from a simple stone to sophisticated characters and weapon systems, from real-world animals to science fiction creatures, or include technical objects. You have considerable freedom in this machine problem for which items you add and how your items behave. Examples might include tornadoes and earthquake, mountains and cliffs, even Scarlet Witch, Master Yoda or Voldemort. Your own category: In a separate package implement three classes of Items that share some similarity.Note that the speed of a Vehicle is controlled by the cool-down period. Like real vehicles, your vehicles should build momentum when moving, so it takes time for them to accelerate or brake or turn they can change directions only at low speed. ![]() Vehicles: In the vehicles package create three classes for vehicles, which can run over (destroy) everything with a lower strength but will crash (be destroyed) when running into something with a greater strength.Animals: In the animals package create three additional classes for animals, such as lions, flies, and elephants.and creating intelligent AIs for Rabbits and Foxes.Īdd at least 9 new classes to the virtual world|three Item classes for each of the three different categories listed below:.filling the world with additional items,.We have provided some simple AIs for rabbits and foxes you will implement more intelligent AIs for them and other items you create. Time in the virtual-world simulation progresses in discrete steps in every step an Actor may act, for example, by moving, eating, or breeding. In the beginning the world will contain Grass, Rabbits, and Foxes, and you will add additional Items as part of this machine problem. This world is flat and consists of many fields that can each have one Item. We have developed a virtual-world environment that can simulate the interaction of many items and actors. Think about code from a design point of view.Practice encapsulation and code reuse with subtypes and delegation.Your goals for this machine problem are to: It's up to you to determine just how complex the interaction will be. For example, Foxes hunt for Rabbits, which in turn try to outwit their predators. This world contains many different items - animate and inanimate - which can interact with each other in complex ways. In this machine problem you will complete and extend a virtual world.
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