Hey -
I'm a freelance programmer (along with everyone else here) and I have been studying AI... but haven't gotten an opportunity to do any implementation yet. I'd be interested in working on unit operations, a general adaptive friend / foe AI or adaptive scripting AI for (example) self guided construction units, etc.
I'm familiar with point based tactical analysis, and path-finding algorithms, and would like to do more work with adaptive (in game adaptation, or even adaptive overall - potentially becoming a better AI the more it is used) protocols.
In any case, my question is just - does anyone want / need any help?
email me -> agentdz015@gmail.com
any way i can help?
Moderators: hoijui, Moderators
pathfinding? sounds good :)
as several ais get more and more advanced it would be nice to have the opportunity to claculate attack paths or check for alternative attack routes
afaik (krog correct me if im wrong) there is no opportunity to do that atm, the built-in pathing doesnt work (or at least no one knows how it works)
edit: a pathing alhorithm where you can give a start and end-pos and it provides you with a possible route would surely help most ai developers
as several ais get more and more advanced it would be nice to have the opportunity to claculate attack paths or check for alternative attack routes
afaik (krog correct me if im wrong) there is no opportunity to do that atm, the built-in pathing doesnt work (or at least no one knows how it works)
edit: a pathing alhorithm where you can give a start and end-pos and it provides you with a possible route would surely help most ai developers
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- Posts: 7
- Joined: 28 Apr 2006, 19:52
It doesnt need any spring-related stuff.
You feed it states and its neighbor states, with their costs to go from one to the other. It should return a vector with all the states it goes thru with a total cost for the path.
It should be fast enough and maybe cache info and group sectors for efficiency. at a 32x reduced res (in pixels) it should be able to do a 24x24 maps in under 5 secs (top to bottom corner), otherwise it wont be much use.
You feed it states and its neighbor states, with their costs to go from one to the other. It should return a vector with all the states it goes thru with a total cost for the path.
It should be fast enough and maybe cache info and group sectors for efficiency. at a 32x reduced res (in pixels) it should be able to do a 24x24 maps in under 5 secs (top to bottom corner), otherwise it wont be much use.
I don't think implementing A* or something similar would be that hard in itself, the challenge is making it with with Spring in a useable way, especially for guys not familiar with the api or source or whatever (like for me or agentdz015 here)
Like for instance, how do you access the map data realtime for a single path calculation?
Guess i could go RTFM though :p
Like for instance, how do you access the map data realtime for a single path calculation?
Guess i could go RTFM though :p