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Artificial Intelligence

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Duke:
Imho the current AI is even a little worse than the one in 2.3 coz the guy who worked on it was MIA half way down :(

I don't think we'll have a 'team AI' anytime soon. I have put some thoughts into it and have to say it is *incredibly* difficult. Here's a small example (just to give you an idea):
Try to write down the rules to *precisely* detect whether an actor is inside or outside a building. Oc those rules must work for *every* map and every sort of building.

Don't be afraid to post them. Even a 'stupid' rule might give *me* an idea for the perfect rule ;)

Sandro:

--- Quote from: Duke on May 24, 2012, 11:50:40 pm ---Try to write down the rules to *precisely* detect whether an actor is inside or outside a building. Oc those rules must work for *every* map and every sort of building.

--- End quote ---

Writing those rules down: we shouldn't. It is not important when unit is inside, or outside. Amount of cover is. You want to have a unit to have maximal angular range of opening in front, and have a minimal linear range of openings all around.
That's the key to good tactical position.


--- Quote from: Duke on May 24, 2012, 11:50:40 pm ---Don't be afraid to post them. Even a 'stupid' rule might give *me* an idea for the perfect rule ;)

--- End quote ---

See above :)

H-Hour:

--- Quote from: Sandro on May 25, 2012, 02:38:35 pm ---You want to have a unit to have maximal angular range of opening in front, and have a minimal linear range of openings all around.

--- End quote ---

What does that mean?

bayo:
It mean you must be a sniper in a turret.
If you only have a knife... no luck.

DarkRain:
Ok, here goes my stupid idea:

Duke, IIRC you're trying to help the poor aliens get out of their UFO, instead of crowding in some place inside and get slaughtered by through-wall weapons, right?

Forget about inside/outside -- even if both sides are outside (or inside for that matter) they could still be lured to the other side of a wall or some other large (and concave) obstacle -- instead, if they can shoot their intended target from their intended destination good, if not, use the routing/pathing system to check how long they'd need to walk form their intended destination to the target position, and pick the one with the shortest route (yes, I know its probably extremely costly, stupid idea I said), maybe have them prefer destinations from where they can shoot their target but cannot walk to it (they probably have some sort of cover).

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