BACS3323 Chapter 5 -Pathfinding-Lecture

BACS3323 Chapter 5 -Pathfinding-Lecture

University

10 Qs

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BACS3323 Chapter 5 -Pathfinding-Lecture

BACS3323 Chapter 5 -Pathfinding-Lecture

Assessment

Quiz

Computers

University

Practice Problem

Medium

Created by

BEE TAN

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10 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the primary purpose of pathfinding in computer games?

To determine the route to reach a goal decided by another AI component

To calculate the speed of the game character

To generate random obstacles in the game environment

To create realistic graphics in the game

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Which algorithm is commonly used for pathfinding in games due to its efficiency and ease of implementation?

Dijkstra algorithm

A* algorithm

Breadth-First Search (BFS)

Depth-First Search (DFS)

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What data structure is required for the A* pathfinding algorithm?

Binary tree

Directed non-negative weighted graph

Hash table

Stack

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the purpose of the Navigation Mesh in a video game?

To generate random obstacles for AI entities

To represent the walkable areas in the virtual world

To control the physics of game objects

To create realistic lighting effects

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the main advantage of using a Navigation Mesh in a video game level design?

NavMesh requires more points

Waypoints provide more information about the environment

NavMesh can walk anywhere in the polygon

Waypoints are easier to implement

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the purpose of the A* pathfinding algorithm?

To calculate the total number of polygons in the game world

To determine the color scheme of the game environment

To find the shortest path between two points

To generate random obstacles for AI entities

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How does the A* algorithm calculate the cost of movement for each tile?

By calculating the distance between the tile and the player

By choosing the tile with the highest cost

By adding the G and H values

By subtracting the H value from the G value

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