Threat Matrix Algorithm - Page 2

Threat Matrix Algorithm

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

Moderators: hoijui, Moderators

What should influence the threat value more?

MaxWeaponRange
0
No votes
MaxHealth to current health ratio
2
10%
Type of unit (airborne, underwater, surface, amphibious)
0
No votes
Weapon Power
11
55%
Type of weapon (ballistic/directfire/emp/etc..)
1
5%
Speed/acceleration/turnrate
0
No votes
TEDCLass type (factory, strike unit, resource etc)
0
No votes
Resource Production
2
10%
Resource Usage
1
5%
Current Activity of unit
2
10%
Construction item (what is that unit trying to build?)
1
5%
 
Total votes: 20

User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

look on this forum, you posted the core code
User avatar
Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

FreeSQL? Or did I find the wrong thing. If not, PM me the information, and I'll get it moved as soon as I can.
User avatar
BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

I vote for Unit action. Simply because, ok, a kroggy is a threat, but therefore its threat value starts high, but if its walking the other way from teh base, its not as much of a threat as if its commin towards your base.....
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

liger hasnt been keeping upto date with what I've written at darkstars, if he had he'd see that his particular example could eb done much better in another way.

I wonder ho many people have actually read the stuff at darkstars? Since it was oepned up I see nobody new posting or doing anything, and very few have read anything save me napalm and triaxx.

Point taken however
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Post by smokingwreckage »

I'm on too many fora already. I voted weapon TYPE because (to my way of thinking) it is critical in some cases. Maybe not always, but hey.
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