Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
1 registered members (TipmyPip), 18,388 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 1 of 4 1 2 3 4
Ai specification [paper] #133699
06/04/07 16:30
06/04/07 16:30
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline OP
Serious User
LarryLaffer  Offline OP
Serious User

Joined: Jul 2004
Posts: 1,205
Greece
Hello all,

I think I have a contribution to make.. But as usual, I want to make sure there's any interest in it first, because it will take me some time to make it ready for A6 readers.. So here's my offer..

I have prepared a complete design document, to help anyone who is interested in developing their own AI system. My paper is not even relevant to Gamestudio, which means that this paper could be used with any other engine that you like as well. But this also means, that I'm not going to include any specific code about building an AI for gamestudio.

What I will cover in this document, is everything you will need in order to start developing your own professional AI, using methods that are being used by experts from the game industry. This means, I'm not going to include any mumbo-jumbo code and algorithms that I(a 25 year old amateur guy) happened to scrap together. Instead, I'm going to put together a collection of the best methods I've found from books and articles on AI, and managed to put together into a working AI system, after a lot of hard hard work.

This paper, of course serves as the design paper for Intense Ai(a sub-component of IntenseX, which I'll soon start selling again). But this contribution is not for IntenseX customers, but for everyone else who wants to develop their own system, and needs some basic plan to get started with. The document will assume you have a couple of years of experience in c-script(or your preferable language) in your belt, and you are serious about developing a powerfull AI solution for your game.


The contents of this document will be following:

Code:

Planning
--------
1. ...............Project Objectives
2. ...............Requirements
3. ...............Problems and Solutions
3.1 ...........Weak Ai (vs Strong Ai)
3.1.1 .....Decision Making
3.1.2 .....Problem Solving
3.1.3 .....Navigation
3.1.4 .....Autonomous Animation
4. ...............UML Package Diagram
5. ...............Similar Systems
5.1 ...........DirectIA

Implementation
--------------
6. ...............Aims and Objectives
7. ...............Applications
7.1 ...........Ego-shooter game
7.2 ...........Suburb simulation
8. ...............Functional Specification
8.1 ...........Ai Architecture
8.1.1 .....World State Representation
8.1.2 .....Sensory System
8.1.3 .....Working Memory
8.1.4 .....Action System
8.2 ...........Behaviors
8.2.1 .....Needs and Opportunities
8.2.2 .....Goals
8.2.3 .....Actions
9. ...............Integration testing
9.1 ...........Lite-C
9.1.1 .....World Editor
9.1.2 .....Customizable Panels
9.2 ...........Suburb Simulation
9.2.1 .....Constructing the search space
9.2.2 .....Setting up Player and Pedestrians
9.3 ...........Ego-shooter game
9.3.1 .....Constructing the search space
9.3.2 .....Setting up Player, sidekick and foes
10. ..............Summarising
10.1 ..........Main Achievements
10.2 ..........Limitations
10.3 ..........Future work
11. ..............References



Approximate size: 60 pages


So.... that's it. Would anybody be interested in this?


Cheers,
Aris


INTENSE AI: Use the Best AI around for your games!
Join our Forums now! | Get Intense Pathfinding 3 Free!
Re: Ai specification [paper] [Re: LarryLaffer] #133700
06/04/07 16:35
06/04/07 16:35
Joined: Jul 2005
Posts: 421
Germany
DoC Offline
Senior Member
DoC  Offline
Senior Member

Joined: Jul 2005
Posts: 421
Germany
i think its a realy cool contribution, and would help to beginn and understand a ai project, so why not

Re: Ai specification [paper] [Re: DoC] #133701
06/04/07 16:58
06/04/07 16:58
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
User
Shadow969  Offline
User
S

Joined: Oct 2006
Posts: 873
That'll be one of the best contributions i've ever seen. I'm very interested, because i'm going to try making an advanced non-shooter AI.

Re: Ai specification [paper] [Re: Shadow969] #133702
06/04/07 17:17
06/04/07 17:17
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
T
TWO Offline

Serious User
TWO  Offline

Serious User
T

Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
That would be awesome

Re: Ai specification [paper] [Re: TWO] #133703
06/04/07 17:23
06/04/07 17:23
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
I am also interested in something like that. I would even spend a few bucks for it.


Models, Textures and Games from Dexsoft
Re: Ai specification [paper] [Re: LarryLaffer] #133704
06/04/07 17:52
06/04/07 17:52
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
Expert
fogman  Offline
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
Sounds perfect. I´m very interested!


no science involved
Re: Ai specification [paper] [Re: fogman] #133705
06/04/07 18:09
06/04/07 18:09
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
User
demiGod  Offline
User

Joined: Mar 2006
Posts: 752
Portugal
I´m very interested also, but its structure will abstract and general or fps based?

Re: Ai specification [paper] [Re: demiGod] #133706
06/04/07 18:25
06/04/07 18:25

A
Anonymous
Unregistered
Anonymous
Unregistered
A



I'm also very interested.It's a cool contribution.

Re: Ai specification [paper] [Re: demiGod] #133707
06/04/07 18:28
06/04/07 18:28
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline OP
Serious User
LarryLaffer  Offline OP
Serious User

Joined: Jul 2004
Posts: 1,205
Greece
holy responses...

Frank, that's too kind.. but i'll release it for free..

demiGod, up to the point of 8.2, i never mention what you can use the AI for, which means, the achitecture can be used for anything you like. Then I go on, designing specific actions and behaviors that will cover the test applications that I use the AI in, pedestrian ai and an ego-shooter game(mother's den). But if you understand the theory, you'll be able to design your own behaviors instead. The title of this paper is going to be: 'A tool for creating intelligent agents for use in real-time simulations', which covers pretty much everything.


Now before I get everyone's hopes up, i want to stress the point that this is not a tutorial, and you'll not be able to write anything in c-script right after you read this. See it more of a guideline that will put lots of technologies and articles into perspective, and how you could use them together to create good generic AI. It also get a bit formal at places that it needs to (the functional specification). When I'll write the IntenseX manual, i won't be that formal(i just don't want to scare potentional IntenseX buyers with this )


If you're interested in this, please keep the replies coming...

Cheers,
Aris


INTENSE AI: Use the Best AI around for your games!
Join our Forums now! | Get Intense Pathfinding 3 Free!
Re: Ai specification [paper] [Re: LarryLaffer] #133708
06/04/07 18:40
06/04/07 18:40
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
User
demiGod  Offline
User

Joined: Mar 2006
Posts: 752
Portugal
So, it will be a great contribution indeed !
Keep it the good work then.

Page 1 of 4 1 2 3 4

Moderated by  adoado, checkbutton, mk_1, Perro 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1