any way i can help?

any way i can help?

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

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agentdz015
Posts: 7
Joined: 28 Apr 2006, 19:52

any way i can help?

Post by agentdz015 »

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
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

yes, please write me an a* style pathfinder that doesnt have a speed of (O^10) like my current one does :wink:
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

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
agentdz015
Posts: 7
Joined: 28 Apr 2006, 19:52

Post by agentdz015 »

i would love to. I'm familiar with a few algorithms that might save some time... someone get me started... I'm not familiar with the source for this program... so how is it chopped up and where do i find the files and information i'm going to need to work with what you have going here?
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

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.
Firenu
Posts: 39
Joined: 29 Apr 2006, 00:49

Post by Firenu »

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
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

hehe, my A* even let my PC chop. I don't think Spring currently works with A*, does it? (or else those units would walk around the buindings, instead of getting stuck in it).
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

It does, my intention however was to simplify the process even further by generating voronoi digrams to make the whole process quicker and more accurate (no mroe units walking into factories for example)
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