AI tools pool
by Mathieu Marquis-Bolduc · in Technical Issues · 09/20/2006 (8:21 am) · 30 replies
Hi!
As some of you knows, I am currently completing two high-level AI systems to be offered in a Torque AI toolkit (not to be confused with the Torque AI pack). One is a goal-oriented agent decision system. The other is to be presented 'soon' ;). These two will form version 1.0 of my toolkit.
To get a nice view ahead, I would like to know what kind of AI tools people would be interested to get in future versions. Not things you think are cool, but things you would actually use as of now.
Here are some suggestions. You can cast a vote for a suggestion, or make one of your own!
-Blackboard tool for AI systems coordination
-A tool to predict player actions
-A steering behavior tool
-A pathfinding tool for exteriors
-A pathfinding tool for interiors
-A tool to evaluated tactical positions (e.g., finding cover)
Thank you for your valuable input! I hope my tools will be of help to you in a near future.
As some of you knows, I am currently completing two high-level AI systems to be offered in a Torque AI toolkit (not to be confused with the Torque AI pack). One is a goal-oriented agent decision system. The other is to be presented 'soon' ;). These two will form version 1.0 of my toolkit.
To get a nice view ahead, I would like to know what kind of AI tools people would be interested to get in future versions. Not things you think are cool, but things you would actually use as of now.
Here are some suggestions. You can cast a vote for a suggestion, or make one of your own!
-Blackboard tool for AI systems coordination
-A tool to predict player actions
-A steering behavior tool
-A pathfinding tool for exteriors
-A pathfinding tool for interiors
-A tool to evaluated tactical positions (e.g., finding cover)
Thank you for your valuable input! I hope my tools will be of help to you in a near future.
#22
01/11/2007 (5:41 am)
Hi Mathieu, any progress on the AI toolkit?
#23
Thanks for the suggestion, Christian.
@Nick, Some progress, some regress, lots of big news!
I'll post an update soon, I think it will please you.
01/11/2007 (5:51 am)
Hi! Thanks for the suggestion, Christian.
@Nick, Some progress, some regress, lots of big news!
I'll post an update soon, I think it will please you.
#24
01/11/2007 (5:58 am)
Thanks for replying Mathieu. Rubbing my hands waiting for the update!
#25
01/11/2007 (6:06 am)
Is there any demo to look at ?
#26
http://www.garagegames.com/blogs/49475/11312
01/11/2007 (6:35 am)
There is a video link in my last blog:http://www.garagegames.com/blogs/49475/11312
#27
01/11/2007 (6:47 am)
Wow! Thats looks great! How much $$ will the pack cost ?
#28
01/31/2007 (11:19 pm)
Mathieu, I am developing a game that could really utilize your Planner AI. Is there a date for release?
#29
02/01/2007 (11:22 am)
Hi Roger, there is no date yet. Im very sorry, I know this is taking way longer than I announced, Ive been working on this AI project for almost a year now. While reviewing it for beta testing, I decided to make some changes for the pack. I hope it will be for the best! I need to get the changes finished and reviewed by some people, then I should be able to begin external testing. Its the joys of hobby development!
#30
- asking for help : being attacked, AI controlled mobs can ask for help to its colleagues.
- run away from : being attacked, run away from the attacker (asking for helps to colleagues).
- active/passive attack mode : turn on/off attack mode. When it is on, it attacks the enemy when sensing it.
When it is off, attacks enemy when being attacked.
- different role : among AI controlled mobs, one can be a healer, another can be an archer...
So the healer can heal its colleagues being attacked, the archer can attack enemy in a long
distance.
Maybe above functionalities can be done using existing AIPlayer, AIGuard code. But if you include these, it will make your pack more valuable.
02/01/2007 (5:44 pm)
Mathieu, I'd like to see group system in your AI toolkit. Here is a list needed for group system.- asking for help : being attacked, AI controlled mobs can ask for help to its colleagues.
- run away from : being attacked, run away from the attacker (asking for helps to colleagues).
- active/passive attack mode : turn on/off attack mode. When it is on, it attacks the enemy when sensing it.
When it is off, attacks enemy when being attacked.
- different role : among AI controlled mobs, one can be a healer, another can be an archer...
So the healer can heal its colleagues being attacked, the archer can attack enemy in a long
distance.
Maybe above functionalities can be done using existing AIPlayer, AIGuard code. But if you include these, it will make your pack more valuable.
Torque 3D Owner CodingChris