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Row Row Row the boat... (he's gonna need one)

Row Row Row the boat... (he's gonna need one)
Name:Mathieu Marquis-Bolduc 
Date Posted:Mar 05, 2006
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Blog post
Its been a long time since I last had time to work on Torque.
Im now working full time at a very interesting place, but unfortunatly I havent quite finished my master degree yet, which means that I have very little free time for my "own" projects.

Ive begun working on what I think will be a very good AI engine. The engine itself is coded completely outside Torque and available as a DLL. Ive been working on the necessary linking with the Torque engine and today it finaly worked! Of its own free will (given by the AI engine), Kork the Ork decided to run directly to the (0,0,0) point, which means that he headed directly trough the bottom of the lake, emerged on the other side and continued running as if not wet at all.

So what is currently done and working: (in no particular order)

-Loading of AI rules in XML scripts.
-Interfacing with Torque
-Agent creation
-Simple Decision making
-Goal stacking
-Clause and Actions callbacks
-Error Management

The initial problems encountered while interfacing with Torque were a good thing in the end. They forced me to make my engine more flexible and robust, and forced me to implement the error management right away. Now errors in the AI engine will print themselves in the console.

Next step is to make Kork run around just like before, then script a slightly more interesting Ork featuring more goals.

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Jameson Bennett   (Mar 05, 2006 at 04:22 GMT)
Interesting, can you elaborate on what types of algorithms you are using?
Any movies or screenshots?
Keep it up! TGE is a great platform for testing and refining AI.

Mathieu Marquis-Bolduc   (Mar 05, 2006 at 15:25 GMT)
Thanks! Too early for movies or screens though, or even a serious description.

Its my home-made mix of several AI types. First it is agent-based. Stacks of goals represent the agent's state. It can be deterministic of not depending on the settings. Finally, decisions are taken by evaluating several fuzzy rules.

What Im trying to build as a showcase demo is a small village of orks following their own and shared behavior and interacting together and with the environment.

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