Artificial Intelligence API

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REDDemon
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Artificial Intelligence API

Post by REDDemon »

Before start to make the AI for my game (single player action game).
I wanted to know some general guidelines. I'm not worried on the algorithms like pathfinding or aiming (a good bot misses shots sometimes lol). Well, I'm not worried about algorithms for now. First I have to think on wich classes to do and what methods those classes must have.

Actually I know how to do a simple pathfinding algorithm , but i really don't know wich is the simplest way to implement it in my game. Maybe it sounds a funny question but I'm a little worried about that :).


So maybe it is a good idea see some example before starting hardcoding. Or better, I'd like to do some general discussion on the topic to help me do a todo list.

If that can help someone to help me this is my strategy to develop my game:

1) After several changes to the game i usually start a new project and do some refactoring in some classes and copy-past other codes.
2) I usually try to keep code logically separated and continuosly organize it. (and of course there are more comments than C++ tokens :) )
3) Game actually is something like very modular: a main update method wich calls the updates of sub-classes. The comunication between classes is reduced to the minimum(but i think AI need something very sofisticated and hard to brainstorm).

I have to manage several enemies and allies at once (this is not a RTS, but nether a 1vs1 duel).

Several weapons are needed and so there are differente type of bullets with different speeds. Enemies must be able to dodge shots and predict where player will move for make a realistic fire that try always to hit player in advance

(of course I think I have to do some basics phisics calculation like bullets collision etc.)

thanks. :)

For example i think every enemy need a different class derived from a IEnemy base class right?.(or better a unique class with some parameters that can be serialized and saved into XML).
I need suggestion like that and different point of view about that topic.

The main reason that make me asking help is that i think a refactoring of AI classes will be harder than other game parts so if I start with a strong base i will save a lot of work. i looked around in the forum without finding what i need. :( anything is wellcome. for example how to organize IA ecc. XD
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REDDemon
Developer
Posts: 1044
Joined: Tue Aug 31, 2010 8:06 pm
Location: Genova (Italy)

Post by REDDemon »

I never expected that so few people know at least basis of AI programming :). Never mind I have cleaned up my mind about that and on few days I will start creating AI of my space game.
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Brainsaw
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Post by Brainsaw »

I was postponing AI support for some time, but I should get a hang to it within the next months I guess. My next game should have AI (the last one *just* had multiplayer), but I think I would start with the IrrAI project that floats around somewhere in the forum.
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Acki
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Post by Acki »

maybe this site is of interest for you:
http://ai-depot.com/articles/artificial ... e-in-games
while(!asleep) sheep++;
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http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
REDDemon
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Posts: 1044
Joined: Tue Aug 31, 2010 8:06 pm
Location: Genova (Italy)

Post by REDDemon »

Brainsaw wrote:I was postponing AI support for some time, but I should get a hang to it within the next months I guess. My next game should have AI (the last one *just* had multiplayer), but I think I would start with the IrrAI project that floats around somewhere in the forum.

I have already looked at IrrAI. very good work. I have looked also a lot of sites but I never found what I was searching for.

It is not a problem like pathfinding but instead a problem of "wich methods i'd like to have in my library for use in my game?"

But reading articles in the site posted by acky seems that the merging of AI is the main problem in a game. More interesting than things like "pathfindind" ecc.
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