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 ------------------------------------------------------------------------------ This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list