General purpose AI features ?
by Areal Person · in Technical Issues · 02/23/2006 (10:29 am) · 1 replies
General purpose AI implementations ?
Has anyone done or attempted to do any king of general purpose
AI logic code implementations above the core AI software features ?
General-purpose things like logical default behaviors based on environment constraints
and stimuli etc. ?
First thing I noticed when ploting a path for the player bot from point a to b
The bot should have enough intelegence to run around buildings. But it will stop
When it incounters an obstical.
This is simple sensor control. Is there a flag or function etc. in the code to address
This problem ?
Has anyone addressed this specific problem in a general way ?
If so, where are the documents ? and/or code.
Has anyone done or attempted to do any king of general purpose
AI logic code implementations above the core AI software features ?
General-purpose things like logical default behaviors based on environment constraints
and stimuli etc. ?
First thing I noticed when ploting a path for the player bot from point a to b
The bot should have enough intelegence to run around buildings. But it will stop
When it incounters an obstical.
This is simple sensor control. Is there a flag or function etc. in the code to address
This problem ?
Has anyone addressed this specific problem in a general way ?
If so, where are the documents ? and/or code.
Torque Owner Mathieu Marquis-Bolduc
When it incounters an obstical."
Pathfinding is kind of a specific problem, with specific solutions. There are some pathfinding ressources, check the AI ressources.
As for the "general purpose AI", I am working (or trying to) on a general agent AI engine. It should be general enough to be used for many kind of games (RPGs, shooters, racing, strategy...).
Im currently working on interfacing it with Torque in the easiest and most convenient way... Hope for a demo somewhere this summer.