I want to implement a fps bot for my Artificial Intelligence project. What would be the best engine/framework to create this in since i want to concentrate on the AI code only without worrying about other details like the graphics and animation. I have looked at Unity and UDK as possible candidates. The main question is that are there art assets available for these engines that I can directly use in my project like maps and characters.
Implementing a basic FPS bot
Started by R1cochet, Jul 17 2012 01:59 AM
3 replies to this topic
Ad:
#2 Moderators - Reputation: 13458
Posted 17 July 2012 - 02:06 AM
Have you considered writing a bot as a mod for a game, instead of from a kit like Unity/UDK?
e.g. if you mod an Unreal Engine game that has a modding SDK, then it will likely similar to the UDK (seeing the UDK is just a free Unreal Engine), but with a FPS game's assets and game rules ready to go.
e.g. if you mod an Unreal Engine game that has a modding SDK, then it will likely similar to the UDK (seeing the UDK is just a free Unreal Engine), but with a FPS game's assets and game rules ready to go.
Edited by Hodgman, 17 July 2012 - 06:38 AM.
#3 Members - Reputation: 204
Posted 17 July 2012 - 04:17 AM
I have considered modding using the Source SDK as well but i wanted to use this project as a learning experience for an engine like UDK. I am also considering open source alternatives like Panda3D. As i have said before the main constraint is the availabiity of the resources needed for this project.
Edited by R1cochet, 17 July 2012 - 04:18 AM.
#4 Moderators - Reputation: 1860
Posted 17 July 2012 - 06:36 AM
I also would recommend using some existing game that allows for creating bots. The distractions of dealing with exactly the things you mentioned can be overwhelming and force you to learn/hone skills that aren't directly related to what you are trying to accomplish (AI).
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-advisor of the GDC AI Summit
Co-founder of the AI Game Programmers Guild
Author of the book, Behavioral Mathematics for Game AI
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"






