Scout AI

Scout AI

Here is where ideas can be collected for the skirmish AI in development

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Veylon
AI Developer
Posts: 174
Joined: 21 Sep 2005, 19:45

Scout AI

Post by Veylon »

I wrote a Group AI for scouting.
All it does is send units to where you have no LOS, taking into account whether the given unit is a ship, plane, hover, or land unit.
Granted, it's nothing that anybody couldn't do, but I like it.

Get it here: http://www.geocities.com/veylon_ii/TASpring/Scout.zip

BTW: This ALSO uses that StrDat structure. It probably doesn't matter, but if you don't want it you can compile without it.
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Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

It's definitely interesting, I'll have to take a look at it when I get to that point of my AI, and see if it'll be easier to include than writing my own, or not. I'll be sure to ask your permission first.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Scouting needs sorting out anyways.

Zaphods does basically what yours does but isnt that efefctive if it isnt an aircraft it's controlling, and mine is somewhat effective using a simple heuristic that sometimes gives a raiding aspect depending on how its used, but it's limited to land and air only....

Napalm wrote a godo air type system where it spiralled outwards searching, and I ahve a few better ideas for use.
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Veylon
AI Developer
Posts: 174
Joined: 21 Sep 2005, 19:45

Post by Veylon »

Anything's probably better than this, but it's something. Maybe I could add some sort of interface to make sure high-metal areas and Geo's get more attention.
Maybe some kind of reporting system if something interesting gets found...
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