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MCMidterm SIM 2021 MCQ Questions Answers

The document contains multiple-choice questions related to game AI, covering topics such as game definitions, algorithms, decision trees, state machines, and pathfinding methods. It includes questions about the minimax algorithm, search strategies, and the characteristics of AI in games. The questions assess knowledge on various concepts essential for understanding AI in gaming contexts.

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0% found this document useful (0 votes)
39 views5 pages

MCMidterm SIM 2021 MCQ Questions Answers

The document contains multiple-choice questions related to game AI, covering topics such as game definitions, algorithms, decision trees, state machines, and pathfinding methods. It includes questions about the minimax algorithm, search strategies, and the characteristics of AI in games. The questions assess knowledge on various concepts essential for understanding AI in gaming contexts.

Uploaded by

mohamedtraka321
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Midterm SIM 2021 MCQ Questions Answers

1. We can formally define a game as a type of search problem with the


A. Initial State
B. Successor Function
C. Terminal Test
D. All of these

2. General games involve


A. Single-agent
B. Multi-agent
C. Neither Single-agent nor Multi-agent
D. Only Single-agent and Multi-agent

3-Is a method of path finding in games.


A. Trial and error
B. Contour tracing
C. Vectors
D. All of the above
4. The minimax algorithm computes the minimax decision from the current state. It uses a simple recursive computation
of the minimax values of each successor state, directly implementing the defining equations. The recursion proceeds all
the way down to the leaves of the tree, and then the minimax values are backed up through the tree as the recursion
unwinds.
A. True
B. False

5. Which of the following is the general algorithm that can be applied on a game tree for deciding win or lose?
A. DFS/BFS Search Algorithms
B. MIN MAX Algorithms
C. Greedy Search Algorithms
D. Heuristic Search

6. Decision Trees are:


A. Easy to implement
B. Fast execution
C. Simple to understand
D. All of the above
7. State Machines are not
A. Easy to write
B. Easy to modify
C. Efficient
D. All of the above

8. Jason is playing a game in which players must maneuver around changing barriers and moving objects inside a maze.
This is an example of which type of game?
A. Role playing
B. Skill
C. Board
D. Chance

9. Which term describes the issues that limit your ability to meet your goals, such as lack of tools or time?
A. Feedback
B. Requirements
C. Constraints
D. Criteria

10. ........... refers to algorithms that turn decisions into some kind of motion.
A. Decision Tree
B. Movement
C. Strategy
D. None of the above
11. ........... is used to coordinate a whole team.
A. Decision Tree
B. Movement
C. Strategy
D. None of the above

12. The more complex the AI in a game, the better the characters will look to the player.
A. True
B. False

13. Actions can't be carried out using animations.


A. True
B. False

14. To avoid duplicating expensive tests in state machine we use


A. Combine with Decision tree
B. Eliminate physics
C. Ask different questions
D. None of the above
15. A game can be formally defined as a kind of search problem with the following components.
a) Initial State
b) Successor Function
c) Terminal Test
d) All of the mentioned

16. Precomputed paths consist of


A. Nodes & Edges
B. Vectors & options
C. A&B
D. None of the above

17. State space is:


a. a physical configuration
b. an abstract configuration represented by a search tree or graph of possible solutions.
c. use a mapping from states to actions.
d. all of the above.

18. Search trees consist of:


a. Root & Branches
b. Nodes
c. a&b
19. An agent program:
A. perceive
B. think
C. act
D. All Of the above

20. Each character in has their own algorithms, but overall ng will be influenced by a group strategy.
A. True
B. False
21. Vectors are used in pathfinding when obstacles exist.
A. True
B. False

22. The search space is divided into regions.


A) 2
B) 3
C) 5

23. DFS starts the traversal from the root node and explores the search as far as visible from the root node.
A. True
B. False

24. We use pruning to


A) Eliminate large parts of the tree
B) Minimize time
C) Be practical
D) All of the above

26. What is the other name of informed search strategy?


A. Simple search
B. Heuristic search
27. A* algorithm is based on A
A. DFS
B. Best first search
C. None of the above

28. AI for games should always win.


A. True
B. False

29. Greedy search chooses the node that is


A. Shallowest
B. Deepest
C. Closest to the goal node
D. All of the above

30. For small obstacles we use:


A. Trial and error
B. Contour tracing
C. Vectors
D. None of the above

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