Ideas for an AI scheme

Stuart Golodetz <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
Hi,

I've been having a think about how to approach the AI for my game and 
was wondering if I could have some thoughts on the scheme I'm pondering 
before I sit down and implement it please? I'd like to make sure I'm not 
over-engineering it (it's not something I've tried before) :)

What I'm thinking of is a hybrid hierarchical FSM / behaviour tree 
scheme. The hierarchical FSM structure would be defined in XML, and each 
state/transition could be defined either to reference a state/transition 
coded in C++ or a script. A state would yield a behaviour when executed 
(possibly a composite behaviour, which is where the behaviour trees come 
in). The behaviour could either be one defined in C++ or a behaviour 
tree defined in XML which has C++ behaviours as its nodes. A behaviour 
should ultimately yield object commands, such as "accelerate in 
direction d", or "fire weapon", etc. Steering-related behaviours (such 
as going to a particular position) could delegate to a steering pipeline.

Does this make sense as a scheme? I realise there's a lot to code there, 
which is why I'm asking beforehand - but is it a sensible way to go? 
Also, does anyone have any alternative suggestions please?

Cheers,
Stuart

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