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General strategy game AI vs normal character AI
Posted: 08 Nov 2010, 18:24
by discodowney
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?
Re: General strategy game AI vs normal character AI
Posted: 08 Nov 2010, 19:04
by AF
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?
Re: General strategy game AI vs normal character AI
Posted: 08 Nov 2010, 19:05
by discodowney
NPCs AI vs RTS Base AIs.
Re: General strategy game AI vs normal character AI
Posted: 09 Nov 2010, 22:46
by knorke
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
Re: General strategy game AI vs normal character AI
Posted: 10 Nov 2010, 18:35
by discodowney
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
Posted: 10 Nov 2010, 19:55
by AF
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.