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comfy chair

Member Since 05 Jan 2011
Offline Last Active Yesterday, 01:40 PM

#5185898 GOAP vs. MCTS

Posted by comfy chair on 08 October 2014 - 08:53 PM

I am about to start working on the planning layer of my simulation game. Originally I thought I was going to use a GOAP design. I believe I understand this approach fairly well. But now that MCTS is becoming more popular, I am wondering if I should look into it more... 

Here is my original thread that describes my thoughts on using GOAP to design this part of my game:

 

http://www.gamedev.net/topic/652272-goap-and-modeling-world-state/

Do you think MCTS is a valid design choice? The game also has a complex crafting/production layer that I did not mention in the post.

I wonder which would require the least work? Both right now and after the game gets expanded with more and more features...




#5162547 backpropagation per interacting object idea

Posted by comfy chair on 24 June 2014 - 08:57 AM

Yes.. combine it with interpolation of the possibility matrix, you may have a solid system.




#5159259 HOW TO BRUTE FORCE INTELLIGENCE

Posted by comfy chair on 09 June 2014 - 08:07 AM

Congratulations to rouncer's creators - I think you just beat the Turing test. 




#5124008 GOAP and modeling world state

Posted by comfy chair on 15 January 2014 - 05:46 PM

I am almost ready to launch my sim game, and am already thinking ahead of ways to improve it. 

One thing I have in mind is giving my agents planning ability - the current AI is utility based and cannot form complex plans.

In a future version, I would like to see a group of very intelligent animals formulate a plan to get food by first breaking down the player's defences, then fighting off his units and then stealing his food.

I think a planner such as GOAP could be useful. But I am not clear on how to model the world state so the planner can do its work.

 

I have the following idea: I already have the map divided into connected regions of a certain maximum size. If I take these regions and add extra data to them, such as resources and enemy strength within the region, and any obstacles between them, will GOAP then be able to create plans like the one described above?
 




#5027668 AI Architectures: A Culinary Guide (GDMag Article)

Posted by comfy chair on 31 January 2013 - 05:27 PM

In "Programming Game AI by Example", one of the architectures presented is called a Goal-based AI. Where does this particular architecture fit in?

 

The reason I ask is because I am working on a game using this particular architecture, but I have not encountered it anywhere else.

(I think it is a really good architecture...)




#4995196 Production graph search

Posted by comfy chair on 29 October 2012 - 05:35 PM

In my game, I have modelled the production of items as a graph, where each node is an item (type) and the connections between them are processes to turn one or more material items into one or more products.

Now I want the player to be able to set a production goal, that is a desired number of items he wants produced of a give type.

The task is now for the computer to find the most efficient way of fulfilling the goal. There can be a number of material items already in store, and there can be a cost in time and energy for the processes. The cost in time and energy should be minimized.

Which search algorithm should I use? Neither A* nor BFS seem appropriate...


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