CAP 4053
AI for Computer Games
Midterms Exam Review (Qns & Ans)
2025
1. What is the primary role of a finite state machine (FSM) in
game AI?
A. To model complex decision-making processes
B. To handle dynamic lighting in game environments
C. To encode player statistics
D. To simulate real-world physics
- ANS: A. To model complex decision-making processes
- Rationale: FSMs are used in AI to represent and manage
game entities’ behavior states and transitions.
©2025
,2. Which AI technique is commonly used for pathfinding in
computer games?
A. Genetic Algorithms
B. A Algorithm
C. Minimax Algorithm
D. Neural Networks
- ANS: B. A Algorithm
- Rationale: The A algorithm efficiently finds the shortest
path for moving game entities.
3. What is the main purpose of using behavior trees in game AI?
A. To simulate physics-based animations
B. To represent hierarchical decision-making structures
C. To generate random levels
D. To create graphical user interfaces
- ANS: B. To represent hierarchical decision-making
structures
- Rationale: Behavior trees are used to create modular and
manageable decision-making processes for AI agents.
4. Which of the following methods is suitable for creating
adaptive AI in games?
©2025
, A. Hardcoding rules
B. Supervised Learning
C. Minimax Algorithm
D. Reinforcement Learning
- ANS: D. Reinforcement Learning
- Rationale: Reinforcement learning enables game AI to
adapt by learning optimal strategies through trial and feedback.
5. In AI-based games, 'flocking behavior' is used to:
A. Generate realistic sound effects
B. Simulate group movement of agents
C. Optimize memory usage
D. Implement collision detection
- ANS: B. Simulate group movement of agents
- Rationale: Flocking behavior uses algorithms to replicate
the coordinated movement of groups, like birds or crowds.
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Fill-in-the-Blank Questions
©2025
AI for Computer Games
Midterms Exam Review (Qns & Ans)
2025
1. What is the primary role of a finite state machine (FSM) in
game AI?
A. To model complex decision-making processes
B. To handle dynamic lighting in game environments
C. To encode player statistics
D. To simulate real-world physics
- ANS: A. To model complex decision-making processes
- Rationale: FSMs are used in AI to represent and manage
game entities’ behavior states and transitions.
©2025
,2. Which AI technique is commonly used for pathfinding in
computer games?
A. Genetic Algorithms
B. A Algorithm
C. Minimax Algorithm
D. Neural Networks
- ANS: B. A Algorithm
- Rationale: The A algorithm efficiently finds the shortest
path for moving game entities.
3. What is the main purpose of using behavior trees in game AI?
A. To simulate physics-based animations
B. To represent hierarchical decision-making structures
C. To generate random levels
D. To create graphical user interfaces
- ANS: B. To represent hierarchical decision-making
structures
- Rationale: Behavior trees are used to create modular and
manageable decision-making processes for AI agents.
4. Which of the following methods is suitable for creating
adaptive AI in games?
©2025
, A. Hardcoding rules
B. Supervised Learning
C. Minimax Algorithm
D. Reinforcement Learning
- ANS: D. Reinforcement Learning
- Rationale: Reinforcement learning enables game AI to
adapt by learning optimal strategies through trial and feedback.
5. In AI-based games, 'flocking behavior' is used to:
A. Generate realistic sound effects
B. Simulate group movement of agents
C. Optimize memory usage
D. Implement collision detection
- ANS: B. Simulate group movement of agents
- Rationale: Flocking behavior uses algorithms to replicate
the coordinated movement of groups, like birds or crowds.
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Fill-in-the-Blank Questions
©2025