AI Quadrant Locator System & Proximity Detector
by Areal Person · in Technical Issues · 08/11/2006 (8:33 am) · 2 replies
OK, I'm now working on this model, and I need all your advise and suggestions.
All this would be in the engine in C++ code and accessed via script command objects.
These systems work with problems like Movement, Pathfinding (Spatial & time)
Object detection and Obstacle avoiding things like Navagation Meshes
A * (Please See http://www.policyalmanac.org/games/aStarTutorial.htm)
BOT AI for disision making etc..
Maybe I should have said Square Grid System instead of Quadrant System.
Also, the following could be linked in with these BOT attributes...
BOT Personality weights (Aggression, defense, curiosity, motivation, intelligence)
Using a Neuro-Net
The Systems...
------------------------------------------------------------------------------------------------------
Quadrant Locator System:
Each quadrant is continually divided in 4 until min_quad_size is reached (6 levels)
This means there are 36 value sets to check. These value sets are broken down into
general location quadrant categories, therefore only 6 logic checks are needed to
pinpoint any location (almost) ;).
Location is determined by quadrant scaling logic in code (+ or -) based on the last standard location
input.
Proximity Detector:
The Proximity Detector works with the Quadrant System
The location of any object will fall within the category range level of a quadrant, therefore a scan can detect objects within a standard quadrant range level.
Scan levels (Here are some basic scan levels)
FULL Scan - Detects all recorded objects on the current map and
requires 6 passes (This can be restricted by a field of vision variable- FOV)
and I think I would use this function... ContainerRayCast(%newloc, %node.getTransform(), %mask);"
along with the other vector functions, correct ?
25% SCAN detect in 2 passes (Restricted Normal FOV)
Proximity Detection scans re-occur on a timer that is reset every nTicks or neuro input event(s)
All this would be in C++ code and accessed via script commands.
Can anyone give me a better general approach for solving this kind of problems ?
Also, your thoughts, has anyone done this in a general resource yet thats easy to use ?
What algorithms or other scientific methods would be more efficient ? I'm also concerned about speed !
What parts should be in Neuro-Nets ? I promise I will share... :)
Thanks,
I'm looking to make this an C++ engine MOD resource that people can compile into the engine
and access from script, It will also use some Neuro-Nets.
All this would be in the engine in C++ code and accessed via script command objects.
These systems work with problems like Movement, Pathfinding (Spatial & time)
Object detection and Obstacle avoiding things like Navagation Meshes
A * (Please See http://www.policyalmanac.org/games/aStarTutorial.htm)
BOT AI for disision making etc..
Maybe I should have said Square Grid System instead of Quadrant System.
Also, the following could be linked in with these BOT attributes...
BOT Personality weights (Aggression, defense, curiosity, motivation, intelligence)
Using a Neuro-Net
The Systems...
------------------------------------------------------------------------------------------------------
Quadrant Locator System:
Each quadrant is continually divided in 4 until min_quad_size is reached (6 levels)
This means there are 36 value sets to check. These value sets are broken down into
general location quadrant categories, therefore only 6 logic checks are needed to
pinpoint any location (almost) ;).
Location is determined by quadrant scaling logic in code (+ or -) based on the last standard location
input.
Proximity Detector:
The Proximity Detector works with the Quadrant System
The location of any object will fall within the category range level of a quadrant, therefore a scan can detect objects within a standard quadrant range level.
Scan levels (Here are some basic scan levels)
FULL Scan - Detects all recorded objects on the current map and
requires 6 passes (This can be restricted by a field of vision variable- FOV)
and I think I would use this function... ContainerRayCast(%newloc, %node.getTransform(), %mask);"
along with the other vector functions, correct ?
25% SCAN detect in 2 passes (Restricted Normal FOV)
Proximity Detection scans re-occur on a timer that is reset every nTicks or neuro input event(s)
All this would be in C++ code and accessed via script commands.
Can anyone give me a better general approach for solving this kind of problems ?
Also, your thoughts, has anyone done this in a general resource yet thats easy to use ?
What algorithms or other scientific methods would be more efficient ? I'm also concerned about speed !
What parts should be in Neuro-Nets ? I promise I will share... :)
Thanks,
I'm looking to make this an C++ engine MOD resource that people can compile into the engine
and access from script, It will also use some Neuro-Nets.
#2
And also, Is the correct object detection/vector function
"ContainerRayCast(%newloc, %node.getTransform(), %mask);"
Is that what I would use for obstacle detetction along with the Vector functions e.g ...?
As in.. %dis=abs(VectorLen(VectorSub(%botpos,%pos)));
etc...
ua... maybe this stuf is already in the engine ? and all I need to know is
what functions to call ? could someone please tell me what they are.
As I'm trying to be productive with the software. :)
I know how to use the tool, I just don't know where it's at.
Thanks.
08/11/2006 (11:28 am)
Ua sorry...And also, Is the correct object detection/vector function
"ContainerRayCast(%newloc, %node.getTransform(), %mask);"
Is that what I would use for obstacle detetction along with the Vector functions e.g ...?
As in.. %dis=abs(VectorLen(VectorSub(%botpos,%pos)));
etc...
ua... maybe this stuf is already in the engine ? and all I need to know is
what functions to call ? could someone please tell me what they are.
As I'm trying to be productive with the software. :)
I know how to use the tool, I just don't know where it's at.
Thanks.
Torque 3D Owner Sean H.
I'm still trying to figure out what problems these systems are supposed to address. Is this to facilitate some kind of AI awareness?