[Algorithms] Ideas for an AI scheme
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From: Stuart G. <gda...@gx...> - 2009-12-15 20:05:24
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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 |