From: Brown J. L <Bro...@Jo...> - 2002-06-13 17:42:12
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The AI is hierarchical. So at the lowest level in the system the units (a unit doesn't necessarily have to be on the screen) have instincts that tell them to shoot or walk around and communicate what they are doing up a level. Then at level 2, the units can interpret what all children are doing and give them orders. So in their logic it might say if 1 guy is getting shot at send all children to his location, and then communicate what I just did up to level 3. So in a more complex system at level 3. There might be a behavior that communicates down to level 2 that says send 1 guy out and huddle everyone else up in one spot. Then when he gets shot at send everyone to that spot, and then in a really complex system he would communicate that up to level 4, and a level 4 unit might be able to handle balancing of number of units in multiple battles at once. Or you could apply this principle to supply lines if a game wanted that (this is due to how we abstract out behaviors) you can really make your units do whatever you want. The purpose of all of that is so that every unit in the system doesn't have to worry about everything in the system every game cycle. He gets specific orders and does them unless an instinct interupts then he reacts and communicates up looking for more orders. and so on up the ladder as far as complex as you want to get. Hope this helped. Josh > -----Original Message----- > From: Chad Austin [SMTP:ae...@ae...] > Sent: Thursday, June 13, 2002 9:30 AM > To: isu...@li... > Subject: Re: Fwd: [Isugamedev-midworld] VERY interested in helping! > > > By they way I will be posting my design doc for the AI tonight - It's > done > > but I left it at home (without internet access) so after work I'll go > home > > and bring it back to John Deere and upload it. I'll probably start > coding > > on it too tonight, so if you guys have time look through it tonight let > me > > know what you think. If there are major problems that you see I'd like > to > > know about it before I get too far. I would have had the doc up sooner > but > > after talking with Ben and Kevin I revised my concept a little, so I > won't > > be done with it by this friday :( but hopefully we will have the > necessary > > component of the system as well as a behavior or two by a week from > friday, > > will this be soon enough for everyone? > > I took a look at your document, and it mostly looks good to me. The only > thing > that confused me is... what is the relationship between child and parent > nodes? What are the parent nodes for? > > _______________________________________________________________ > > Don't miss the 2002 Sprint PCS Application Developer's Conference > August 25-28 in Las Vegas - > http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |