Re: Ideas for an AI scheme

Jose Marin <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
I agree!

Lua it's a great choice to represent AI (and other things) in a game.

Google FSM Lua and you will see some implementations samples, like this one:

http://lua-users.org/wiki/FiniteStateMachine

By the way, I'm replacing all my XML stuff by Lua tables. Much easier to handle.

--- Em ter, 15/12/09, [email protected] <[email protected]> escreveu:

> De: [email protected] <[email protected]>
> Assunto: Re: [Algorithms] Ideas for an AI scheme
> Para: "Game Development Algorithms" <[email protected]>
> Data: Terça-feira, 15 de Dezembro de 2009, 22:28
> I've been playing around with Lua for
> AI HFSM and state implementations and I'd also suggest it as
> a good match for the OP's case. 
> 
> A code base I worked with a lot recently used Ruby to
> generate CPP files and data structures offline and that
> could have been used very elegantly to build AI. The only
> thing I'm unsure of there is whether Ruby is a useful
> runtime option. At least with Lua you know that it can and
> has been significantly used at runtime on some not
> particularly powerful platforms.
> 
> On the topic raised, the scheme the OP is proposing to
> implement sounds like a solid approach to me.
> 
> Cheers
> Derek
> 
> Sent via BlackBerry® from Vodafone
> 
> -----Original Message-----
> From: "[email protected]"
> <[email protected]>
> Date: Tue, 15 Dec 2009 17:02:04 
> To: Game Development Algorithms<[email protected]>
> Subject: Re: [Algorithms] Ideas for an AI scheme
> 
> I actually dumped all my xml except for exporting assets
> from XSI.  I 
> switched to lua.  Even if you have a tool to edit the
> files you still 
> have to write code for DOM and/or SAX parsing.  I
> found I could just get 
> more done much faster with lua.
> 
> Leigh
> 
> Nicholas "Indy" Ray wrote:
> > The largest problem I see is that XML (or really any
> text based
> > format) is terrible for design and editing of any
> complicated FSM, I
> > think a FSM is one of the instances where a graphical
> editing tool
> > actually makes sense.
> >
> > Indy
> >
> > 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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