AI in a football game,
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Posted 19 January 2000 - 09:03 AM
Members - Reputation: 126
Posted 19 January 2000 - 09:56 AM
For the defensive AI, I would start with the line of scrimage and the spot at which the ball is spiked. The line cood be represented as y and the place where the ball is snapped is x,y. Based on the formation that is chosen, each player moves to a spot relative to (x,y)
Now there are 2 basic types of defence, man and zone.
These are the two basic states.
On a zone defence, have the defensive players run out to predefined spots that are relative to (x,y) and if anyone is in the players "zone", the defensive player will move in.
For man coverage, the player will use an alteration of the chase algorithm to stay on the player, leaving space, if that is desired by the play.
Now if the offence decides to run, the line backers and at least one of the safeties will immediately attack the ball. Corners only attack when the runner is passed the line, to pervent flee flickers and HB options.
That''s about it. I''m a strong AI programmer and a 3D graphics guy, so if you need help e-mail me.
I am a football junkie, an know a lot about offensive and defensive strategy.