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## patterns

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### #1pap  Members

Posted 26 April 2000 - 03:50 PM

Does anybody knows a good tutorial in patterns, I already have Andre''s books and also searched Gdev and nothing, if someone could point me to one, please; also a little code would be apreciate. thanks in advance: pap

### #2AnalGoat  Members

Posted 26 April 2000 - 03:53 PM

Patterns!? like the kind you put on quilts? =)

### #3NickGA  Members

Posted 26 April 2000 - 06:56 PM

quote:
Original post by pap

Does anybody knows a good tutorial in patterns, I already have Andre''s books and also searched Gdev and nothing, if someone could point me to one, please; also a little code would be apreciate.

pap

I would be interested as well if anyone had some thoughts on the subject.

### #4kcsatyr  Members

Posted 27 April 2000 - 02:31 AM

nahhh, surely he means Design Patterns, you know the kind ma and grandma used out of sundays paper to sew new clothing outfits!

### #5MikeD  Members

Posted 27 April 2000 - 03:32 AM

Do you mean pattern matching?
That''s about the only pattern related AI thing I can think of. Although that is a fair amount of AI and covers neural networks, expert systems and basically any adaptive methodology.

Mike

### #6pap  Members

Posted 27 April 2000 - 02:56 PM

Very funny and amusing, but since no1 seems to know.......

Posted 27 April 2000 - 03:40 PM

Actually we just need to know a bit more about what you''re looking for.. what kinds of patterns? If you told us what you were trying to do, we might be able to help you a bit better

Good luck,

### #8Akura  Members

Posted 28 April 2000 - 01:33 AM

I think he means patterns has paths predefined and actions predefined to make some kind of AI

   ----  /    \  /     \  /      \  A       B

this is pattern that makes somthing go from A to B followinf tha tpath

i thbink that is what pap meant

### #9ROMERO  Members

Posted 29 April 2000 - 02:18 AM

I suppose that you want simple patterns to move your objects as Akura said.
I think that the example that André give is a good one.
You could create some instructions to move in a direction such as:
N - Move North
NE - Move NorthEast
E - Move East
SE - Move SouthEast
...

And then you could create an instruction with the command and the number of cycles to execute.
For example:
___
/
/___

E 30
S 25
E 30

Look in the code of André to see the complete implementation of this.

Of course you can use patterns to a lot of things.
If this isn''t what you want then you should be more specific about what kind of thing you want to do.

### #10pap  Members

Posted 30 April 2000 - 01:59 AM

First of all sorry about that, I''ve should be more especific. Well the thing is that I want to know how to create the patterns on the fly and also how to implemt them so they can mimic the players action.

### #11Altmann  Members

Posted 01 May 2000 - 09:54 PM

Now, that''s a better question. Too bad there is no easy answer.

To summarize, you should :
- model the concept of tactics/strategy for your game (I assume it is a strategy game)
- adapt the weights of sub-strategies to the player

In the (LGPL) AI Toolkit I''m working on, typically, this means :
- reduce the game to a set of elementary rules
- let the toolkit combine them into more complex rules/strategies
- apply Evolution Algorithms on the set of rules/strategies to have several competitor models of the player
- select them and make them evolve into an agent hopefully able to mimick the player

Of course, there might be better ideas. I would be willing to read them.

David

### #12pap  Members

Posted 11 May 2000 - 10:35 AM

After all the effort I put in my AI patterns don''t know how to do this:
I have like 20 monsters but all of them come out at the same time I just want themo to come like 3 at a time or 4 whatever, the thing I want it''s not all of them come out at the same time.

### #13WhatEver  Members

Posted 14 May 2000 - 06:25 AM

Group only a few at a time. Make it random wich sprites in a group get selected, and then when the selected group dies, have another group randomly selected.

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