Re: [TuxKart-devel] Ideas for AI
Status: Alpha
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From: Flash <fl...@da...> - 2004-06-30 14:39:12
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<quote who=3D"Jacob Persson"> > On Wednesday 30 June 2004 11:58, Oliver Jeeves wrote: >> On another note, I think the 'array of arrows' method could _possibly_ >> be >> improved by instead of having a huge array, splitting the map into >> 'areas' >> and having directions assigned to each of these areas. If you had an >> array, >> many adjacent arrows would be pointing in the same direction, and ther= e >> would be a lot of duplicate information. I have attached another >> diagram. >> The question is whether using this method, you could cut down the amou= nt >> of >> areas significantly enough so that the extra information used to store >> the >> boundaries of the areas doesn't make it less efficient... > > I like that approach, it's very simular to an approach described in an > article > by Gari Biasillo in 'Game Programming Wisdom'. > > In that article each sector get values attached to them depending on fo= r > example if they have powerups or if the terrain is good or bad (like th= e > mud > in mariokart). The AI would then use this information by looking ahead= so > that it could make good decisions for example when it comes up to a spl= it > route. > > -- > Name: Jacob Persson > Homepage: www.apollo.nu/~straver/ You can probably go a step further into that, by making desitions. if on field 50 (connected to 51, 52, 53 with items 101, 102 and 104 (where 104 is 'bad') deside wether to go for certain items (101, or 102) or move to the next field (51, 52 or 53) and try to avoid the bad item (104) as you go along. =3D=3D=3D=3D http://www.daaw.org - webhosting http://www.gamesleague.com - Games, servers, leagues and more |