Creating AI technique for RTS - need recommendation

Creating AI technique for RTS - need recommendation

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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discodowney
Posts: 47
Joined: 19 Apr 2010, 15:31

Creating AI technique for RTS - need recommendation

Post by discodowney »

Hi,

first off i apologize if i make mention of something thats covered in some "Thread for new posters". I couldnt find any thread like that.

Second, Im doing a Masters in Computer Games Technology. My MAsters dissertation is to create a Support Vector Machine AI to control the enemy AI in a RTS. There are plenty of RTS's on here and im sure at least one will work for me.

What i need is one that isnt too complex. I saw a few mention that there are hundreds of units. That is far too much for my purposes. One with a much more limited number would be better for me.

Also I see there are many ways to implement AI, Lua scripts and various languages. I would prefer to do mine in C++. So a game where that is possible is preffered. Also, I tried to go to the page

http://springrts.com/mediawiki/index.ph ... ction=edit

Using C++ for making Skirmish AI. But it says:

The action you have requested is limited to users in the group user.

Im wondering what the deal is with that.

Cheers.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Creating AI technique for RTS - need recommendation

Post by zwzsg »

That's because "the page does not exist yet", so it prompts you to write the page, which you can only do when logged in.

That's odd, considering C++ is what most Spring AI were programmed in.

Did you have a look around Board index ┬╗ Development ┬╗ AI?
discodowney
Posts: 47
Joined: 19 Apr 2010, 15:31

Re: Creating AI technique for RTS - need recommendation

Post by discodowney »

Didnt see that page at all. Cheers man.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Creating AI technique for RTS - need recommendation

Post by zwzsg »

What i need is one that isnt too complex. I saw a few mention that there are hundreds of units. That is far too much for my purposes. One with a much more limited number would be better for me.
Do you human hundreds of units type, or hundreds of units, err, instance, per player, in a typical game? The Spring game "Kernel Panic" has few unit types, and simple gameplay mechanics (but units get built in great swarms ingame).
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