Game Development Reference
In-Depth Information
If we define each of those factors as a utility, the process of combining them
into a single utility function is an instance of MAUT (Figure 9.1). Specifically, we
are taking multiple, disparate attributes and blending them together to arrive at a
single, deciding factor—in this case, should we attack, hide, or flee?
FIGURE 9.1
The engagement decision from Chapter 3
is an example of MAUT.
Analyzing the Attributes
To show how the thought process is similar to hedonic calculus, we can step
through each of the attributes above just as we did with our dining decision. For
each, we can list what we believe the relevant factors are.
Agent's Health: How healthy are we? Are we fully healed? Damaged? If we are
almost dead, taking any additional damage would be a serious concern.
(Remember the increasing marginal utility of declining health from Chapter 8?)
Enemy's Weapon: What sort of weapon does the enemy have? How much
damage does it do in one hit? How much damage does it do over time? This is
important because it needs to be considered in direct relation to our current
health. While a stronger weapon would be dangerous at all times, a weaker
weapon would still be dangerous if we were low on health. Therefore, the
enemy's weapon is not an isolated factor.
Enemy's Health: We need to consider the current state of the enemy. How
damaged is he currently? It would be a shame for us to run away if our foe was
only barely clinging to life.
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