AI in the making?
by Dracola · in RTS Starter Kit · 03/03/2006 (6:38 pm) · 6 replies
I was thinking of poking around to make an AI resource (no promises this is a first try) I just wanted to make sure I'm not reinventing the wheel. Is anybody makeing potential AI?
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#2
@Master - You can give the modified A* version in the pack a try, if that doesn't seem to work out the way you want, we have another relatively isolated pathfinding routine that might work out for you (load wise) as well.
The one with the initial pack is designed for quite intelligent AI, i.e. multiple decisions re: path cost, so it will work very well for many/lot's of AI at once, but perhaps might not be the right choice for 1000's of troops in one small area all moving at once...
Ultimately the other variation will be an optional choice with the pack in the near future...
It's modified Dijkstra, based on pre-calculated distance cost (basically becomes a lookup table), so has less overhead for 100's of path queries, with the trade-off of less flexible decision variations.
I probably wouldn't start with pathfinding more just having an AI that would create buildings and attack if they see something.
03/04/2006 (11:11 am)
Dee had this to say when I asked him about their pathfinding a while back.@Master - You can give the modified A* version in the pack a try, if that doesn't seem to work out the way you want, we have another relatively isolated pathfinding routine that might work out for you (load wise) as well.
The one with the initial pack is designed for quite intelligent AI, i.e. multiple decisions re: path cost, so it will work very well for many/lot's of AI at once, but perhaps might not be the right choice for 1000's of troops in one small area all moving at once...
Ultimately the other variation will be an optional choice with the pack in the near future...
It's modified Dijkstra, based on pre-calculated distance cost (basically becomes a lookup table), so has less overhead for 100's of path queries, with the trade-off of less flexible decision variations.
I probably wouldn't start with pathfinding more just having an AI that would create buildings and attack if they see something.
#3
http://www.garagegames.com/mg/forums/result.thread.php?qt=29771
03/04/2006 (12:25 pm)
I'll probably hold off for a while due to this threadhttp://www.garagegames.com/mg/forums/result.thread.php?qt=29771
#4
03/20/2006 (7:40 pm)
Well dreamer has a resource out also I'll expand on that and then create a resource. Again I don't know much so don't count on this.
#5
I do have a much smarter AI in the MMORPG Enhancement Kit that is loosely based off what I learned trying to get AI to even exist in RTS though, so you could always give that a shot.
03/20/2006 (8:04 pm)
LOL I'ld hardly call what I did AI per se, it's more like wander around stupidly and attack anything that moves.I do have a much smarter AI in the MMORPG Enhancement Kit that is loosely based off what I learned trying to get AI to even exist in RTS though, so you could always give that a shot.
#6
03/20/2006 (8:46 pm)
I'll take a look at your MMORPG kit. And I plan to use your resource as a base and work up from there so it is not a problem how much they can do.
Associate Anthony Rosenbaum