OmniGraffle (flowchart) and AI
by Scott Coursey · in Technical Issues · 12/20/2006 (5:40 am) · 4 replies
I posted this in a blog a few days ago, but I thought it could be of some help here.
I'm writing a turn-based strategy game in TGB. The game interface, multiplayer support and single-computer multi-player support is all done (with minor tweaks needed after intense gameplay planned).
That leaves me basically with sound and AI. I don't feel like touching on sound just yet (although the framework is in place for that, too).
I'm new to AI and picked up several books on the subject. Very interesting reading. I applaud anyone who has done this before.
Going through and weeding out the neural nets and genetic algorithms, I'm finding a simple decision tree would work best for my implementation for now. As I've always had luck drawing diagrams to visualize logic flow, I pulled up my copy of OmniGraffle on my Mac. Great program.
After a bit of throwing boxes and connetions, I wanted to turn the diagram into code. Printed out, the diagram took up 8 pages (my current chart is 20 pages). I saw that it would easily become horribly complicated to implement the diagram without getting lost. Also, making changes to the chart would mean disastrous results for re-coding certain pieces.
Anyway, my original blog post is here, if you'd like to read it.
Essentially, I have a script that can turn the OmniGraffle document into TorqueScript code (two CS files and configuration contained inside the OmniGraffle document).
Would anyone be interested in it? It works extremely well and I've also put in some nodes that allow for loops (very important for me, since I scan through various SimSets to know what's going on).
I'm writing a turn-based strategy game in TGB. The game interface, multiplayer support and single-computer multi-player support is all done (with minor tweaks needed after intense gameplay planned).
That leaves me basically with sound and AI. I don't feel like touching on sound just yet (although the framework is in place for that, too).
I'm new to AI and picked up several books on the subject. Very interesting reading. I applaud anyone who has done this before.
Going through and weeding out the neural nets and genetic algorithms, I'm finding a simple decision tree would work best for my implementation for now. As I've always had luck drawing diagrams to visualize logic flow, I pulled up my copy of OmniGraffle on my Mac. Great program.
After a bit of throwing boxes and connetions, I wanted to turn the diagram into code. Printed out, the diagram took up 8 pages (my current chart is 20 pages). I saw that it would easily become horribly complicated to implement the diagram without getting lost. Also, making changes to the chart would mean disastrous results for re-coding certain pieces.
Anyway, my original blog post is here, if you'd like to read it.
Essentially, I have a script that can turn the OmniGraffle document into TorqueScript code (two CS files and configuration contained inside the OmniGraffle document).
Would anyone be interested in it? It works extremely well and I've also put in some nodes that allow for loops (very important for me, since I scan through various SimSets to know what's going on).
#2
Would it make sense to publish this as a resource with perhaps with a "step by step"?
Cheers!
12/20/2006 (7:29 am)
That sounds great Scott. I use OmniGraffle myself :)Would it make sense to publish this as a resource with perhaps with a "step by step"?
Cheers!
#3
@Sventhors: I'll throw the resource up and post here when I'm done.
12/20/2006 (9:11 am)
@James: Yes, I'll make a resource out of it with instructions. I've gotten a few requests for it and see a benefit to putting it up.@Sventhors: I'll throw the resource up and post here when I'm done.
#4
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11927
12/20/2006 (6:46 pm)
Ok. I've posted a resource for it. It's not yet approved, but here's the link for it:www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11927
Torque Owner Sventhors