Re: [TuxKart-devel] Ideas for AI
Status: Alpha
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From: Ryan F. <rf...@gm...> - 2004-06-29 19:54:24
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On Tue, 29 Jun 2004 14:55:54 -0400, Aly Merchant <mer...@ac...> wrote: > > 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...> wrote: > > > > > 3. Knowledge of World > > > > > > 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? > > > > 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. > > > > 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? Yeah, I think two turns ahead is all that is needed. I can't see the computer needing to know any farther in advance. -- Ryan |