Re: Ideas for an AI scheme

Jon Watte <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
Will you have tools to generate the XML, or will game designers code the XML
by hand?
Have you looked at existing middleware packages with state machine set-ups,
like AI.Implant, SimBionics, xaitment etc? (I don't think Kynapse is that
high leve, but I could be wrong)

Sincerely,

jw

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On Tue, Dec 15, 2009 at 11:35 AM, Stuart Golodetz <
[email protected]> wrote:

> 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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