I am about to start a series of blog posts on AI. Right now I'm working on examples to go along with the posts. I have the following planned:
-Swarm AI-Goal-based AI-Hivemind AII will update this list as I get more ideas. If you have any ideas for me to try to implement (no guarantees!), please post a comment below. I will put your name by the idea, if I decide to include it. (Yes, I know that was a half-baked attempt at encouraging you with credit, and yes, I know nobody cares.)So, go ahead and comment, and check back later for the actual posts!Starting a series on AI programming and design
Posted by AKSuperNewb on April 2, 2011, 3:47 a.m.
Programming AI has probably caused more ragequits for me than anything else in GM. I'm looking forward to this.
Ah, AI programming, it can be a right pain sometimes. But it's one of those things that when you do it right, it feels so great.
I did a similar thing (just a small written thing) for both general programming stuff and some AI stuff a few years back, I had the .txt files floating around somewhere, either way, it's a good exercise to teach people and also to cement your own knowledge (if you can teach someone a concept, then you truly understand the concept).The 3 AI types you have there should be enough for most people, and generally cover most situations. Really most AI in games can be whittled down to some linear combination of swarm vs. goal-driven (reaction driven vs goal driven), as well as pack-nature (tend to work alone, in small groups or larger swarms).This should turn out the be informative and interesting.Thanks for the comments, guys. I was hoping to do swarm first, but that has proved to be a bigger task than I had anticipated (I am implementing a sight/hearing/shouting system as well). The first entry will probably be on goal-based AI. I have a swarm engine with the basic movement/random walk mechanics in - now I just need to add the actual swarm stuff.
Swarm AI…such fun. :D
Sounds interesting - I'll read.All right. The examples are taking longer than originally anticipated (I think some of it may be due to a bug in GMLscripts.com's collision_triangle script. Will debug later). Because of this, I am going to post the theory part first, then finish the examples. Here goes!