Jump to content

View more

Image of the Day

「筋肉兄貴のスーパーラン!」
兄貴に立ちはだかるダンボール・・・(´・ω・`)
ムズい・・激ムズって感じにそろそろ変わってきます。
(o・ω・o)
 #indiedev  #indiegame #screenshotsaturday https://t.co/xKIzRQMdHm
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net's newsletters to receive the latest updates and exclusive content.


Sign up now

Saving AI evaluator state

2: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
No replies to this topic

#1 comfy chair   Members   

847
Like
0Likes
Like

Posted 25 January 2014 - 03:04 PM

I have a rather large project that I now want to add save game functionality to.

One of the most complex parts is the AI.

Its evaluators (decision makers) run for each agent in a framesliced fashion, and store pointers to entities and other data while they are evaluating. They also have utility maps that are cached and updated...

I am thinking it will be both hard to serialize data like this, and also that maintaining backwards compatibility with save games will be hard.

What strategies are there?

One idea I had was to just not serialize the evaluators' states at all. The evaluators would run from scratch after reloading. This would mean that after reloading, the behaviour of agents would be different than they were right after saving. Most likely, the agents would react a bit slower for the first few seconds because their calculations had to start over.

What do you think?


 






Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.