<em id="rw4ev"></em>

      <tr id="rw4ev"></tr>

      <nav id="rw4ev"></nav>
      <strike id="rw4ev"><pre id="rw4ev"></pre></strike>
      合肥生活安徽新聞合肥交通合肥房產生活服務合肥教育合肥招聘合肥旅游文化藝術合肥美食合肥地圖合肥社保合肥醫院企業服務合肥法律

      代寫COMP222、代做Python, Java編程

      時間:2024-05-06  來源:合肥網hfw.cc  作者:hfw.cc 我要糾錯



      COMP222 2024 Second CA Assignment
      Individual Coursework
      Design and Implement Artificial Intelligence for a Simplified PacMan
      game
      Assignment 2 (of 2)
      Weighting: 15%
      Deadline: 4pm on Friday, 3
      rd May. Standard UoL late penalties apply
      Learning outcomes assessed
      2. An appreciation of the fundamental concepts associated with game development: game
      physics, game artificial intelligence, content generation;
      3. The ability to implement a simple game using an existing game engine
      Submission on Canvas:
      Submit 2 files.
      • A pdf design and test report. There is no strict word limit for this, but it should meet the
      requirements below, and would typically be around 5 pages.
      • A zip file that contains the source code for your AI implementation.
      Your tasks are to:
      • Design the AI for a simplified PacMan game, described below (in a pdf report)
      • Implement the AI that you designed in code (frameworks are provided for Python, Java).
      • Test and analyse how your AI performs (also in a pdf report)
      The Game
      This is a simplified PacMan game, which is played on a 30*30 grid. (or ***** with outside walls).
      There is 1 ‘Ghost’, 1 ‘PacMan’, and 1 Power pill. The walls can be removed to make it simpler(see
      below).
      The Ghost and PacMan characters each move one square at a time, in any direction (including
      diagonally!).
      The game ends when the Ghost catches the PacMan Character (expect for the case below). Or when
      1000 moves have been made.
      If the PacMan character collides with the Power Pill; the PacMan has 15 moves to ‘eat’ the Ghost,
      which will send the Ghost back to its starting position and score points.
      The aim of the PacMan is score as much as possible. The scoring is:
      100 points for ‘eating’ the Ghost
      1 point for each unique square visited.
      Instructions
      There should be an AI design and implementation for the PacMan character. If the Ghost AI has been
      amended, this should also include a design.
      Your design should use any standard AI techniques that we saw in the lectures; Decision Trees, Finite
      State Machines, Behaviour Trees, GOB, GOAP, HTN.
      You should then Implement the AI design in code. You can use one of the code frameworks provided
      to test your AI code, then you will only need to modify the ‘move’ function in the PacMan.py or
      PacMan.java file.
      You should test your code by running the game with your AI. Describe the paths that your PacMan
      and Ghost take and analyse the performance of your AI – you can do this with a diagram of how your
      PacMan moves during the test run. Describe if the AI implementation matches your design and
      describe the strengths and weaknesses of the design (and implementation if this is different).
      Marking Criteria
      AI Design: 40%
      Marks will be awarded for the detail and complexity of the AI design, as well as the suitability
      and correctness of the design tools chosen. In the simplest case, this might be a decision tree that
      enables the PacMan to avoid the Ghost and explore the area until it is caught. More complex designs
      might try to hide behind the walls as well as to eat the Power Pill and catch the Ghost.
      Implementation: 40 %
      Marks are awarded for efficient and correct implementation of the AI – including techniques
      such as State Machines, Decision Trees, Behaviour Trees, and Search algorithms.
      Marks will also be awarded based on how closely the implementation reflects the design.
      Testing and Analysis:20 %
      This is based on how thorough and accurate the analysis understands and describes both the
      AI design implementation. This includes analysing the strengths and weaknesses of the AI design
      and comparing it with the implementation.
      Notes.
      1. Submit all the code files (Java / Python) as a zip file. If you implement your own game
      framework, or customised walls, then make sure to include these files.
      2. You may customise the game (or write your own), for example, by adding or removing walls,
      or by changing the Ghost AI. Marks are awarded for the complexity and strength of the
      resulting AI, not for changes to the game (but it may be difficult to demonstrate more
      complex AI without a more complex game).
      3. Look at the PacMan.py or PacMan.java file, as well as the relevant Ghost file to see how to
      check the locations in the game. The checkPosition function can be used to find the type of
      object in any given position, and the position of the PacMan and Ghost objects can be read
      directly.

      請加QQ:99515681  郵箱:99515681@qq.com   WX:codinghelp

















       

      掃一掃在手機打開當前頁
    1. 上一篇:COMP2011代寫、C++編程設計代做
    2. 下一篇:代寫8PRO102、代做C++程序設計
    3. ·COMP1721代寫、代做java編程語言
    4. ·代寫CS 61B、代做java編程設計
    5. ·SWEN20003代寫、Java編程設計代做
    6. ·代做CS 550、代寫c++,Java編程語言
    7. ·TCS3393 DATA MINING代做、代寫Python/Java編程
    8. ·ECM1410代做、代寫java編程設計
    9. ·代寫COMP26020、代做c/c++,Java編程設計
    10. ·AERO20542代做、代寫Python/Java編程
    11. ·COMP639代做、代寫Python/Java編程
    12. ·代寫CS-256、代做Java編程設計
    13. 合肥生活資訊

      合肥圖文信息
      挖掘機濾芯提升發動機性能
      挖掘機濾芯提升發動機性能
      戴納斯帝壁掛爐全國售后服務電話24小時官網400(全國服務熱線)
      戴納斯帝壁掛爐全國售后服務電話24小時官網
      菲斯曼壁掛爐全國統一400售后維修服務電話24小時服務熱線
      菲斯曼壁掛爐全國統一400售后維修服務電話2
      美的熱水器售后服務技術咨詢電話全國24小時客服熱線
      美的熱水器售后服務技術咨詢電話全國24小時
      海信羅馬假日洗衣機亮相AWE  復古美學與現代科技完美結合
      海信羅馬假日洗衣機亮相AWE 復古美學與現代
      合肥機場巴士4號線
      合肥機場巴士4號線
      合肥機場巴士3號線
      合肥機場巴士3號線
      合肥機場巴士2號線
      合肥機場巴士2號線
    14. 幣安app官網下載 短信驗證碼 丁香花影院

      關于我們 | 打賞支持 | 廣告服務 | 聯系我們 | 網站地圖 | 免責聲明 | 幫助中心 | 友情鏈接 |

      Copyright © 2024 hfw.cc Inc. All Rights Reserved. 合肥網 版權所有
      ICP備06013414號-3 公安備 42010502001045

      成人久久18免费网站入口