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About IADaveMark

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    Moderator - Artificial Intelligence

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  1. R&D Ai for Game: whitehall mystery

    Also, look into occupancy maps as popularized by Damian Isla in Third Eye Crime. https://www.youtube.com/watch?v=5lBye82qUog https://www.gdcvault.com/play/1018057/From-the-Behavior-Up-When (Start at 30:00)
  2. Just because it is almost expected of me at this point, I'll just swing by and ask... why a neural network?
  3. R&D Ai for Game: whitehall mystery

    Suggestions for what?
  4. R&D AI team vs Player team

    All you have to do is score actions against all potential targets (and all potential ways of attacking) and then pick the best one. See this for an architecture http://www.gdcvault.com/play/1021848/Building-a-Better-Centaur-AI And this for more on utility http://intrinsicalgorithm.com/IAonAI/2013/02/both-my-gdc-lectures-on-utility-theory-free-on-gdc-vault/
  5. Forest Strike - AI

    Pretty close. Look up utility-based AI. It is described in the link I put in this thread a while back.
  6. Forest Strike - AI

    Sorry, I was under the impression that there was only 1 action per turn -- in rereading, I see that I missed the "multiple moves" bit. In that case, yes, building a stack would be a viable option. Look into Goal Oriented Action Planning (GOAP). This is one of the few situations where this beats out other methods. In essence, you work backwards from a goal to figure out how to accomplish it. However, you would still have to select your "goal" for that turn which is a higher level AI. ("What do I want to accomplish this turn?") The problem is that you have a finite number of steps to get there which narrows down your goal selection significantly. Another way is to search forward from your current state evaluating the tree of things you could do. This is very similar to a tic-tac-toe or chess tree search. You have a branching model of all the stuff you could do with the moves available and score each end point -- i.e. "if I were to do X it would be worth N while Y is worth O." You would have to have some sort of scoring function that makes sense, though. How much is doing X worth?
  7. Forest Strike - AI

    One major problem with your stack is that, while executing a stack over multiple turns, the game state will have changed therefore possibly (likely?) invalidating your current stack -- either because it is now impossible or just plain silly.
  8. Forest Strike - AI

    Re-read his bit on the command stack... he was defining a sequence that had been determined by some other algorithm (e.g. a planner). Then, the idea is to execute those commands by popping them off the stack one at a time.
  9. Forest Strike - AI

    Pretty sure that Boids has very little application in this game. It's for steering and flocking. Also his "command stack" is a sequence of things to do in that order to accomplish the current goal. Has little to do with a behavior tree (which is a 1-step lookahead behavior selector) and is more like the result output from a planner system. Speaking of planners, while something like GOAP might be relevant here, I'm wondering if it is necessary or if you can get decent results just from a combination of pathfinding to important things and some conditional logic about how to handle obstacles (like the aforementioned bomb problem). For overviews on some selected AI architectures, start here. http://intrinsicalgorithm.com/IAonAI/2012/11/ai-architectures-a-culinary-guide-gdmag-article/
  10. OpenCV, AI

    Really more as a curiosity. For the most part, they aren't used in game AI... and for good reason.
  11. OpenCV, AI

    Not really a game AI topic, is it?
  12. Boids, a way not to check flock every update?

    Also, just because the tick time is 250-500ms, doesn't mean you should necessarily change your vector that often. There's all sorts of things you can do to make them seem... er... less than capable. Perhaps some tips on randomness in here: http://www.gdcvault.com/play/1014496/Using-Randomness-in-AI-Both
  13. Boids, a way not to check flock every update?

    Actually, I usually update my behaviors (of all types) about every 250-400ms. If you set each zombie's next check at a range about that big, the randomness will spread their updates out automatically so they aren't all on the same frame. Also, the variability leads to a more organic feel on a per zombie basis.
  14. Boids, a way not to check flock every update?

    The most famous of flocking birds, starlings, only pay attention to their 7 nearest neighbors and yet the group, as a whole, makes for a spectacular display.
  15. R&D Techniques of selling AI game

    Ok... you're not being terribly clear here. Do you have a prototype yet or are you trying to sell an idea so that you can make a prototype?
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