Re: Ideas for an AI scheme

Stuart Golodetz <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
I think my FSM's definitely going to be nearer to 10 states than 100. 
All the same, it would be nice to write a GUI tool at a later stage - 
sounds like an interesting project :) I guess integrating the scripting 
might not be such a bad idea either.

Nicholas "Indy" Ray wrote:
> It also depends on the scale of the FSM, I've been able to hand manage
> a FSM of about 10 different states before without a too large problem,
> which may be closer to the count in a hobby game then the FSM we used
> in the last game I worked on, which I think shipped with with over 100
> states, and countless transitions.
>
> Indy
>
> On Tue, Dec 15, 2009 at 2:09 PM, Stuart Golodetz
> <[email protected]> wrote:
>   
>> 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
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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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