Re: [TuxKart-devel] Ideas for AI
Status: Alpha
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From: Aly M. <mer...@ac...> - 2004-06-29 18:54:36
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On Tue, Jun 29, 2004 at 11:38:37AM -0600, Ryan Flegel wrote: > On Tue, 29 Jun 2004 10:21:14 -0400, Aly Merchant <mer...@ac...> wrot= e: >=20 > > 3. Knowledge of World > >=20 > > Again tied to decision making. I am thinking that the AI would only > > know about things it can "see". It could keep a list of points along > > the boundaries as checkpoints it has to pass through, and it would > > have a list of points of interest for stuff like other cars, > > obstacles, herrings, etc. Are there other suggestions, or is there > > any compelling reason to know about the entire track? >=20 > As far as the road goes, AI should know *exactly* where to go. We > should assume that the AI player has played each track hundreds of > times and knows it off by heart. Even after I play a track for 5 laps > (depending on size) I know every single turn by the last lap. If the > AI players are still having trouble remember turns after I've played > the game a hundred times, it'll probably be quite easy to beat. Of > course low-level difficulty can be a little sloppy on this. >=20 > Not sure if this is exactly what you meant by entire track, but they > should know about turns in advance (because human players will). What I mean is how much knowledge it actually requires to do whatever it needs to do. The way I see it the AI will probably only care about the track it will reach in the next 5 seconds, or maybe it will track up to the next 2 turns in the road. It's not going to be doing a full search on the entire course -- so what does it need to know about to be a decent AI? In my opinion considering the entire track on each decision would be a waste of time, it should be able to get away with making a decision based on its current surroundings. In the implementation we're probably just going to keep the track in memory, but here I'm just talking about the algorithm. Aly --=20 Aly Merchant mer...@ac... http://cobe.dyndns.org |