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The Cottonmouth
21
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Joined: 18th May 2004
Location:
Posted: 30th May 2004 22:31
Hi guys. Ok I was working on an unreal tournament sort of game and I was working on the A.I now. How should I do A.I so that it seems realistic?

Prepare to meet your future.
zenassem
22
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Joined: 10th Mar 2003
Location: Long Island, NY
Posted: 30th May 2004 23:25
CottonMouth, I have a large amount of resources on this topic. I will try to post some of it later and/or try to post links to free online books that deal with this.

It's a large topic that entire volumes have been written about. I don't know what could be posted in a forum that would help you accept for the above type of info.


zenassem
22
Years of Service
User Offline
Joined: 10th Mar 2003
Location: Long Island, NY
Posted: 1st Jun 2004 05:43 Edited at: 1st Jun 2004 06:43
I'll start adding some reference links. Of course, It won't be directly for DarkBasic, But can be easily ported.

In the beginning I would start off with using a simple finite state machine. Where Enemies run through different patterns depending on their state:
Patrolling
Searching
Attacking
Close Counter Attacking
Taking damage
Dodging
Running Away
Banding with other Enemies

You'll also need to give them simple Path-Finding ability.

Aim for the original Doom AI. And as you learn work up to the evolving algorithms used in UT.
Then you could move onto evolving AI, Learning systems etc.

Free On-line sources:
Beginner
Finite State Machines (FSM's)
http://ai-depot.com/FiniteStateMachines/

Short article on Finite Based Machines AI
http://www.gamedev.net/reference/articles/article557.asp

Numerous articles on AI inlcuding:
http://www.burstnet.com/cgi-bin/ads/ba2711b.cgi/RETURN-CODE/if/9703401479208/

AI Pathfinding for beginners
http://www.gamedev.net/reference/articles/article2003.asp



Moderate
First Steps In Game AI: Your First Bot
http://ai-depot.com/GameAI/Bot-Introduction.html

Neural Networks: For Obstacle Avoidance
http://ai-depot.com/BotNavigation/Obstacle-Introduction.html

Evolving AI.
http://64.233.161.104/search?q=cache:QYgKGfjvdNAJ:www.cs.wlu.edu/~levy/overholtzer.pdf

[Advanced]
Source Code (mostly C++)
Quake 1 http://www.gamedev.net/reference/articles/article1771.asp
Quake 2 http://www.gamedev.net/reference/articles/article1772.asp
DOOM http://www.gamedev.net/reference/articles/article1770.asp
Duke Nukem 3Dhttp://www.gamedev.net/reference/articles/article1937.asp
Wolfenstein 3Dhttp://www.gamedev.net/reference/articles/article1773.asp

Books $$
[Advanced]
http://www.aiwisdom.com/bookshelf_aiwisdom.html
AI Game Development: Synthetic Creatures with Learning and Reactive Behaviors
http://safari.peachpit.com/?XmlId=1-5927-3004-3

I'm throwing this in only because I almnost dropped to the floor when I read it. A gorgeous FPS under 97kb. Posted at Slashdot.org
http://theprodukkt.com/
First Person Shooter - Under 100KBs of Code

Posted by michael on Thu Apr 15, '04 09:57 AM
from the waste-not-want-not dept.
Cariad Ilmara writes "For those of you old-timers who spent days & nights trying to get your code fit into 64Kb, here's the first beta of .the .produkkt's next FPS: .kkrieger. Moderately beautiful, what's impressive is it can fit inside the UT2004 readme. The demo is 96Kb zipped. All textures are procedural and generated at startup. Screenshots available here, here, here, here, and here. You still need a relatively recent computer (~1.4Ghz, 512MB RAM) and a DirectX8 GPU (Windows required)."


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