So im on a section of a report dealing with the problem in the title. So far ive got the following in strategy games:
No states
Continuously building towards short/long term goals
External stimulus (players actions) not as important. AI will attack player at some point regardless.
Anything else?
General strategy game AI vs normal character AI
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Re: General strategy game AI vs normal character AI
hmm Im not sure what you mean here.
For example do you mean NPC AIs versus RTS Base AIs? Or do you mean a handful of global unit management structures that act upon all units, versus numerous individual small AIs attached to specific units?
For example do you mean NPC AIs versus RTS Base AIs? Or do you mean a handful of global unit management structures that act upon all units, versus numerous individual small AIs attached to specific units?
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- Posts: 47
- Joined: 19 Apr 2010, 15:31
Re: General strategy game AI vs normal character AI
NPCs AI vs RTS Base AIs.
Re: General strategy game AI vs normal character AI
what about really simple state machine like AIs?
ie:
if eco value < 15 then build eco else build tanks
if number of tanks < 20 then defend else attack
ie:
if eco value < 15 then build eco else build tanks
if number of tanks < 20 then defend else attack
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- Posts: 47
- Joined: 19 Apr 2010, 15:31
Re: General strategy game AI vs normal character AI
I kind of mean from a high level persepective. I you were explaining what the difference was between the two in terms of goals or how they go about achieving them goals.
Re: General strategy game AI vs normal character AI
Im not sure, since although the context is different, the practical implementation isnt quite.
For example, I can think of vision systems which may not be applicable to RTS AI, but then an idea involving such a system will pop into my head. Or I may think of an RTS AI mechanism, but then realise that this system controlling an FPS NPC, is no different from the RTS system with only 1 single unit under its control, or a group of NPCs in an FPS game.
For example, I can think of vision systems which may not be applicable to RTS AI, but then an idea involving such a system will pop into my head. Or I may think of an RTS AI mechanism, but then realise that this system controlling an FPS NPC, is no different from the RTS system with only 1 single unit under its control, or a group of NPCs in an FPS game.