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hawkeye_de

Member Since 06 Jul 2010
Offline Last Active May 29 2013 11:37 AM
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Topics I've Started

AI architecture: core and scripting support

27 May 2013 - 10:51 AM

So, I'm currently in the process of creating a simulation and 'state of the art' technique is to provide also scripting-support to override unit behavior. I'd also see scripting as a possibility for prototyping AI behavior.

 

Since I plan to have different AI layers (at least strategic and tactical AI): is there any pattern for separating the core of the AI, which would be part of the framework and the scripting (e.g. Python) support? I've thought about it and it is not so easy IMO since I'm not so sure about the interaction model between the core and the scripting engine. My current very first implementation of the AI is that the actual units are agents (also crew members of units), which communicate via messages; thus they are decoupled from each other.

 

In a couple of simulations, the scripting support is weird: Sometimes the core takes over (regardless what you are doing in your script) since it gives certain actions a very high priority to ensure the consistency etc. but on the other hand this is completely in-transparent and error prone when you are developing scripts. Also, often you can only control the current unit (each unit is an instance of a script) but you cannot influence other units...this is usually done in the core AI, which limit considerably what you can do in the AI script.

 

So, maybe somebody has already some general experience on this topic, which he might wanna share. Or a good example of a game, which does do it well?

 

Thanks.


Podcast about artificial intelligence

24 April 2013 - 12:20 PM

There is a  new podcast about Artificial Intelligence: http://omegataupodcast.net/2013/04/122-artificial-intelligence/

 

It is high level but nevertheless the discussion is IMO very interesting....also Watson is a little discussed at the end.


Work load as a software developer in the gaming industry

31 March 2013 - 07:49 AM

I'm a developer but not in the gaming industry. I'd be curious how much the workload of a typical software developer (I know, there is no typical developer ;) ) is....is it really the case that 60+ hours/week are usual? 

 

I do not talk about peak times at the end of a project but regular working habits. 


Simulating random noise in a broadband sonar display

13 January 2013 - 08:58 AM

Hi,

 

I'm currently in the process of implementing a first prototype of a broadband sonar for my subsim.

 

Have a look at this picture:

 Attached File  waterfall_display.pNG   46.11KB   47 downloads

 

I'm currently struggling how to best implement the background noise (random noise of the ocean, in the picture those are the dark grey random points)...I'm sure there are standard algorithms/maths to do that.

 

Can anybody help me here ?

 

Thanks.


AI component-based architecture

20 October 2012 - 07:10 AM

I currently have started implementing a real-time simulation and I've realized that I will have to design the basic AI architecture soon.

I've found many resources about the different AI algorithms and their implementations but what I miss is the principal (component) based, overall design. The final game AI will be complex, so I want to design it from the beginning in a way that it can later be easily extended.

Can anybody recommend a resource? I'm not searching for high level ppts but a concrete example.

Thanks.

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