Re: Ideas for an AI scheme

Stuart Golodetz <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
I had been planning to write the XML files by hand (it's a hobby game, 
so the only game designer is me) - but judging by Indy's response it 
looks like I should think about writing a tool.

I'm hoping to write the code myself for this game rather than use 
middleware because I want to understand how it all fits together (part 
of the reason I'm writing the game is to make sure I've seen how to 
write as many different subsystems as possible, because I want to 
understand what everyone else is doing ultimately) - but I'd be 
interested to see how it's done properly nonetheless. I'll take a look :)

Cheers,
Stuart

Jon Watte wrote:
> 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
>
> --
> Americans might object: there is no way we would sacrifice our living 
> standards for the benefit of people in the rest of the world. 
> Nevertheless, whether we get there willingly or not, we shall soon 
> have lower consumption rates, because our present rates are 
> unsustainable.
>
>
>
> On Tue, Dec 15, 2009 at 11:35 AM, Stuart Golodetz 
> <[email protected] <mailto:[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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