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Re: Intense Ai: New Demo!!!
[Re: Mondivirtuali]
#56403
11/09/05 20:56
11/09/05 20:56
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Joined: Jul 2004
Posts: 1,205 Greece
LarryLaffer
OP
Serious User
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OP
Serious User
Joined: Jul 2004
Posts: 1,205
Greece
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Quote:
I know you've touched on this before, but could you recap what algorhythms you're using for the pathfinding routines? I was just going over George's AUM articles on Pefect AI and it's really impressive, so I'm wondering if you're building on those concepts, or going a different direction, etc.
Sure. I use Dijkstra and Points of Visibility for Pathfinding. I've posted a demo somewhere in this thread...<looking> here it is: http://www.coniserver.net/ubbthreads/showthreaded.php?Cat=0&Number=585083&page=0&vc=1
although I have only browsed through the Perfect Ai tutorial, I think we're using the same Techniques. I've read he also uses Points Of Visibility(maybe he calls it waypoints or nodes?) and a combination of Dijsktra and A*? lol, I dunno how he did that, A* is essentially Dijkstra with heuristics(two more lines of code in the algorithm), so does he uses heuristics or not? I don't know...
Anyhow, the differences between Perfect Ai and mine is that I don't precalculate all the possible paths between all nodes, but I let Dijkstra calculate every path at runtime. Since this requires no Line of Site checks(c_trace), Dijkstra works instantly, even with hundreds of bots inside. By doing the Dijkstra at runtime though, I get to turn some Nodes OFF and ON if I like, and let the algorithm do a new search with the modified search space(turned off Nodes). This way I can represent a Door closing and opening, a wall being demolished and generally more dynamic enviroments, that you won't be able to do with precalculated paths.
The other thing that may differ from Perfect AI is, I'm not sure how George is handling 3d enviroments. A Line of Sight between two waypoints for example, doesn't guarantee that it is or it's not possible for an agent to walk between these two waypoints. for example..
Code:
- A / \ B ---- ---
in that example, there's no LOS between waypoints A and B, but an agent may still be able to climb/jump over that hill.
and again..
Code:
_A__ __B_ | | | | | | | | | |LAVA| |
and again in this case, there is los between A and B, but if the agent attempts to walk he'll fall into the hot lava..
So more computation needs to be done when precompiling the graph than simple LOS checks.
Here's how my graph looks like in a 3d level
Each edge(red line) doesn't actually represent the actualy path between two points, but it merely indicates that there actually is one, although it may appear that a straight LOS check could have predicted otherwise.
And here's a path. Hopefully you can see the red line, the little gray guy in the middle of the screen and the big red X with the hand pointer where I ordered the bot to move to.
Other than that, I think Intense Ai and Perfect Ai are pretty much based on the same pathfinding algorithm. I intend to scrap Points of Visibility altogether though and Work on a NavMesh Pathfinding for better flexibility, in the later versions of Intense Ai.
Quote:
For meelee attacks: zombies , goblins and ogres are stupid and not use tactics, so I suggest you to release a demo with a solid , basic melee attacks .
will do..
Quote:
Speaking of zombies, what about hitpoints?
You mean those hitzones that identify where you hit your enemy? There aren't any in the Standard version. Hopefully I'll have time to work on it in later versions. I know it's a really important feature for some people..
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Re: Intense Ai: New Demo!!!
[Re: LarryLaffer]
#56404
11/09/05 21:09
11/09/05 21:09
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Joined: Oct 2003
Posts: 117 San Diego, CA
DCorwin
Member
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Member
Joined: Oct 2003
Posts: 117
San Diego, CA
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Wow, looks awesome! What are you doing sitting around reading these forums?! Get busy! (but answer this question first ) As far as hit-areas of models and enemy behaviors, etc, I assume that's pretty customizable and we can make our own version while using your pathfinding foundation?
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Re: Intense Ai: New Demo!!!
[Re: DCorwin]
#56405
11/09/05 21:47
11/09/05 21:47
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Joined: Oct 2005
Posts: 528 Italy
Mondivirtuali
User
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User
Joined: Oct 2005
Posts: 528
Italy
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Hi Aris I mean you shoot at the zombie in its body or limbs and it don't get any damage, then you shoot him in the head and bang! it died. Half life (They Hunger) does use this system (Doom 3 ,much more advance game does not..you shoot a zombie in its leg and it died, really annoying). But i am thinking..is it possible to attach another model to the first model , the one powered to the AI system? The second model is simple ..the head , that is vulnerable,while the first model, the zombie body ( the one who walks, fights ) is nearly invulnerable. Player has to defend himself by the attack of the zombie body model and has to hit the zombie (head model) in order to kill the hideous creature. In this way the illusion could be perfect without too much effort. So, the body.mdl has the action with meele combat , the head has a simple "if is hit then health=health-500 and if health =0 then body.mld play death animation. The problem is that I am a newbie. I got a lot of ideas but too much trouble to realize them.
Last edited by Mondivirtuali; 11/10/05 12:28.
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Re: Intense Ai: New Demo!!!
[Re: Silent_Assassin]
#56407
11/13/05 00:54
11/13/05 00:54
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Joined: Nov 2002
Posts: 825 from the 'Burgh to Denver
CBuilder2
Developer
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Developer
Joined: Nov 2002
Posts: 825
from the 'Burgh to Denver
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Aris,
This sounds very cool; it looks like you are considering a vast array of possibilities for the level geometry. I look forward to it being released!
CBuilder
Total_Stupidity = (Ben_Roethlisberger + Motorcycle) - Helmet
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Re: Intense Ai: New Demo!!!
[Re: Matt_Aufderheide]
#56410
11/14/05 17:04
11/14/05 17:04
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Joined: Dec 2001
Posts: 2,172 Portugal - Brazil
XNASorcerer
Expert
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Expert
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
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Quote:
What's the deal with this AI.. all it does is imediately show up and kill you.. I dont get what the point of it is. The bot just cruises around a level and always knows where you are, and kills you instantly.
I dont what it's doing behind the scenes, but to me this is exactly what a bot shouldn't do. I tried many times and could never even hit the thing...
The bot kills you because the damage is to strong. Try to go to an open area. You will have more chances to kill him there.
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