Space shooter AI
Hi everyone,
I'm completely new to this whole AI thing, even though I have a math background. I got a little comfused by the variety of AI topics, so I thought maybe someone will recommend me a couple of articles on the following topics:
The subject I'm currently interested in is space shooter AI, so
1. Pathfinding in homogenous space (A* or some of it adaptations?)
2. Individual decision making and team decision making (neural network?)
I can't seem to find any article giving an overview of general approaches to these problems, so any help is highly appreciated.
Thank you
Hi there, just read your post and I think you're over thinking the problem. You don't really need proper pathfinding in space flight sims most of the time, eg:
EnemyDir = (( PlayerPos + PlayerDir * PlayerSpeed ) - EnemyPos ).Normalise();
Usually very simple obstacle avoidance is more then enough. Just detect where the centre of the object you are trying to avoid is and go around it.
To answer your second question I'd suggst that Neural Nets aren't really needed here at all. I'd say you might want to investigate some flocking algorithms so the enemies can fly around in formation. If you want to have the idea of Enemy Squads, I'd suggest you create a squad leader AI that would pick the target and actions of all the ships in its squad. It's all fairly trivial.
EnemyDir = (( PlayerPos + PlayerDir * PlayerSpeed ) - EnemyPos ).Normalise();
Usually very simple obstacle avoidance is more then enough. Just detect where the centre of the object you are trying to avoid is and go around it.
To answer your second question I'd suggst that Neural Nets aren't really needed here at all. I'd say you might want to investigate some flocking algorithms so the enemies can fly around in formation. If you want to have the idea of Enemy Squads, I'd suggest you create a squad leader AI that would pick the target and actions of all the ships in its squad. It's all fairly trivial.
Unless something stands between you and the place you want to go, you dont really need to find a path, dont you? Just point your nose toward your destination!
Decision making is both large and vague, but since you are new to AI, please, please avoid any learning techniques until you know better. Start with the beginning, like Finite State Machines. In fact, the real start would be to put on paper each behavior you want to see, and when you want to see it.
Decision making is both large and vague, but since you are new to AI, please, please avoid any learning techniques until you know better. Start with the beginning, like Finite State Machines. In fact, the real start would be to put on paper each behavior you want to see, and when you want to see it.
Thanks a lot, flocking algorithms are exactly what I need since formations are indeed very important to me. I have lots of asteroids though, so I'll probably need some obstacle avoiding algorithm.
If you want to do obstacle avoidance, flocking, or any other steering behaviors you should check out the book "Programming Game AI By Example" by Mat Buckland. He's an awesome guy and is really good and explaining AI.
#1 Belmont, Richter
Thanks a lot, I'll see if I can get it. Right now I'm reading "AI for Game Developers" by David M. Bourg and Glenn Seeman. There's the whole chapter about flocking and its modifications. I guess it focuses on implementation details too much, but the overall impression is WOW ;)
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