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Re: Your definition of an Ai
[Re: GameMaker60]
#128274
05/05/07 22:23
05/05/07 22:23
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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there are a huge amount of factors, and since i haven't done much in terms of Ai, i couldn't tell u exactly which types of games are hardest. RTS (Real-Time Strategy) comes to mind -- pathfinding isn't usually too hard as there are a couple of standards out there, but i guess having the computer-controlled players think realistically like a human and develop good battle-strategies would be difficult to program. FPS (First-Person Shooter) -- it depends what you're making; a serious-sam type game wouldn't have particularly tricky Ai, but a squad-based realistic shooter or something else with computer-controlled allies needs to have really good Ai to avoid frustration and maintain the illusion of intelligence. Driving Game -- particularly when you have someone chasing someone else, sounds difficult. the pathfinding would be made more difficult as you have to take into account the physical limitations of each car. you don't want Ai players sliding or over-turning as if they've never driven that specific car before, but they need the same limitations as any human player driving that car. those are my three favourite types of games, put in order of what i think would be most difficult to least difficult. i could be completely wrong  but i haven't thought enough about other genres to make any guesses at the moment. julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: Your definition of an Ai
[Re: JibbSmart]
#128275
05/05/07 23:23
05/05/07 23:23
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Joined: Mar 2007
Posts: 776 Poor village - Poland ;)
tompo
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I think it's simple rule... the harder player has to thinking when playing the harder AI is necessary. F.e. Serius-sam on the one side and chess or Civilization on the other.
Never say never.
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Re: Your definition of an Ai
[Re: tompo]
#128276
05/06/07 11:11
05/06/07 11:11
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Joined: Oct 2006
Posts: 1,245
AlbertoT
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Quote:
I think it's simple rule... the harder player has to thinking when playing the harder AI is necessary. F.e. Serius-sam on the one side and chess or Civilization on the other.
Despite a common beleif A.I. of civilization is very basic
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Re: Your definition of an Ai
[Re: AlbertoT]
#128277
05/06/07 11:40
05/06/07 11:40
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Joined: Mar 2007
Posts: 776 Poor village - Poland ;)
tompo
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Poor village - Poland ;)
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OK maybe Civilization is not the best example becouse cpu should think better, be more smart.  So Serious Sam with AI "go straight and kill the player" & chess with milions of combinations depends of difficult level  But I'm still thinking that my rule is ok 
Never say never.
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Re: Your definition of an Ai
[Re: AlbertoT]
#128278
05/07/07 10:06
05/07/07 10:06
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Joined: Jul 2006
Posts: 503 Australia
adoado

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Quote:
Despite a common beleif A.I. of civilization is very basic
I'm not sure - to this day I have never won a game of Civilization 3 on the hardest level 
Thanks, Adoado.
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Re: Your definition of an Ai
[Re: adoado]
#128279
05/07/07 10:48
05/07/07 10:48
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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perhaps the reason for that isn't a level of intelligence -- to this day i still can't solve a maths question faster than my calculator  civ3's hardest difficulty-Ai is probably just following a specific strategy based on certain factors including the player's decisions, and doesn't deviate from that strategy. if my youngest brother or my dad knew how to program, and could create their own Ai in "Age of Empires 2: Conquerors", they would very easily be able to make an Ai that no human could beat. julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: Your definition of an Ai
[Re: JibbSmart]
#128280
05/07/07 14:06
05/07/07 14:06
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Joined: Nov 2006
Posts: 141 South Africa
quasarchangel
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Heres an easy one to program, which is impossible to beat, and completely idiotic. Set the bot's gun to point straight at the player, and when the player comes into sight, kill the player immediately.
Ok, anyway, a decent AI, for an FPS type game in a war situation, needs a bot that reacts like a human. Humans are not always alert and don't always aim straight, are nervous and sometimes react stupidly in war like situations. I think it would be nice to have a bot that becomes afraid when you start shooting at him, or get a freight if you jump out from behind a corner. Obviously, that would be for the more easier difficulties of the game, and they are harder to program. The harder the difficulty, the easier it becomes to program.
EDIT | BTW, in the 3dgs manual they outline a few bot states somewhere, if I remember correctly.
Last edited by quasarchangel; 05/07/07 14:09.
God DID give us a manual on how to change this world...
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Re: Your definition of an Ai
[Re: vartan_s]
#128282
05/07/07 14:47
05/07/07 14:47
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Joined: Mar 2007
Posts: 776 Poor village - Poland ;)
tompo
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Posts: 776
Poor village - Poland ;)
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About writing AI... just think like the enemy (be the enemy) and write to code what You'll do at his position to kill (win with) You. Let the enemy thinking like human, what to do? maybe run, maybe hide, if hide so were and how (maybe fast or maybe stay down, very slow and quiet), or maybe call my friends, or attack himself if I have good opportunity... etc. This is the hardest part of programming... to write a really good and natural looking AI. But if you making a serious-same don't worry... vec_to_angle to player, and go ahead, and if in range shoot until die;) And of AI 
Never say never.
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