Game Development Community

Immersive AI Engine by Gavin Bunney

by Paul Yoskowitz · in Torque 3D Professional · 11/14/2014 (4:37 am) · 11 replies

This is originally here:
www.garagegames.com/community/forums/viewthread/58585

Has anyone tried to convert this to T3D? I think a native AI solution that's NOT intertwined in other stuff would be fantastic for the engine.

Research
MMOWorkshop.com/download/gavin_bunney/iAI.Research.pdf[/url]
An overview of some basic AI concepts, including all those used throughout the project.

Design
MMOWorkshop.com/download/gavin_bunney/iAI.Design.pdf
The design document - contains all the system component overview and everything about the implemented states/goals.

Implementation
MMOWorkshop.com/download/gavin_bunney/iAI.Implementation.pdf
The main implementation document - contains all the source code as well as details description of each classes function.

Summary
MMOWorkshop.com/download/gavin_bunney/iAI.Summary.pdf
Basically just a summary of what was achieved etc throughout the project.

Source Code
MMOWorkshop.com/download/gavin_bunney/immersiveAI.zip
Zip file containing all the source code from the Implementation document, both C++ and TorqueScript files

*** Also check out a working demonstration in Aaron Moore's Besieged:
www.assembla.com/spaces/Katalyst-Besieged/wiki/Home

A GITHUB of the code
github.com/dawogfather/immersiveAI

#1
11/14/2014 (6:37 am)
Since those file links are dead, at least for me at the moment, found the project on github.
#3
11/14/2014 (6:58 am)
As long as it's generic enough, putting it in the engine is cool. Many AI solutions are genre specific, if not application specific. The best soccer AI on earth is a very mediocre FPS bot....
#4
11/14/2014 (7:53 am)
Paul
A few months ago I was thinking the same thing. Maybe a default AI solution could be produced from it.
#5
11/14/2014 (3:43 pm)
Doesn't seem like a lot of Work to convert it.. definetly doable!
#6
11/14/2014 (6:51 pm)
It's been ages since I last looked at this. What does it do about sensing?
#7
11/15/2014 (5:29 am)
Dan,
Last I checked it don't handle sensing very well, but if someone was to add some kind of sensory functions to it. Plus some kind of editor I think it would make a great start for default AI in T3D..Especially now that you've release walkabout under open source :)
#8
11/15/2014 (2:17 pm)
I have an AI sensor implementation here. I don't quite remember how finished or elegant it is, but it's definitely working. I'll throw it into a clean project at some point for people to have a play around with. It's a new class, but it does require some changes to Trigger, because at the moment it's not friendly to subclassing. Those changes are all in the branch. EDIT: and here

I'll have a read of the design docs again when I have time. Though I can say that I'd cast my vote in favour of just creating some useful general-purpose AI classes, like state machines and behaviour trees. I know Jeff is doing something like this in the ECS branch, and I've been using my own simple scripted state machine for a while now.

One of my goals for the near future is to clean up Walkabout and merge most of its features into the main engine, subject to community approval (though I think that's there already :P). I'd also like to see about multithreading it properly. That'd also be a good time to start looking at a built-in AI solution, or at least to start refactoring the engine in places (for example, the changes I made to Trigger) to better support AI plugins.
#9
11/15/2014 (7:15 pm)
awesome....
so until then, how about a few of us make a plugin for T3D MIT with this?

can someone convert this and then we test it to see what all it needs?
#10
11/17/2014 (4:21 pm)
Paul, remember this is Torque. You've got the source code - do it yourself! ;)

A plugin would be great to see. As I told Jeff Raab on IRC, I'm not sold that this is the best solution yet, though I'm sure it'd be useful and people would use it. I myself am going to be looking into GOAP when I can, as an alternative to this.