Cheese Posted December 20, 2011 Report Posted December 20, 2011 Anyone good with AI stuff?ive been writing a fake player platform with an AI interface, but im not that great with it for instance, i used A* pathfinding, but its horrible in open spaces, and i have no idea how to factor in the ship sizeive made them bounce off walls, but still cant factor in ship size heres a picture of it failing in open space, starting at highest green mark and ending at lowest green mark: SSC Distension OwnerSSCU Trench Wars Developer3:JabJabJab> sometimes i feel like when im in this mood im like a productive form of CheeseDr Brain> Pretty much everything you said was wrong. Except where you called me a lazy jerk with no time. That was true.3:KrynetiX> do you ever open your web browser and type ?go google5:Ceiu> Wow. My colon decided that was a good time to evacuate itself.
JoWie Posted December 20, 2011 Report Posted December 20, 2011 Perhaps you could use potential fields: http://aigamedev.com/open/tutorials/potential-fields/
Cheese Posted December 20, 2011 Author Report Posted December 20, 2011 i sort of already am using themeach cell has a cost to traverse dependent on the distance from the objective my problem is that the detection propagates out radially from the botid like some sort of raycasting whatever somehow SSC Distension OwnerSSCU Trench Wars Developer3:JabJabJab> sometimes i feel like when im in this mood im like a productive form of CheeseDr Brain> Pretty much everything you said was wrong. Except where you called me a lazy jerk with no time. That was true.3:KrynetiX> do you ever open your web browser and type ?go google5:Ceiu> Wow. My colon decided that was a good time to evacuate itself.
Cheese Posted December 21, 2011 Author Report Posted December 21, 2011 so it currently searches outward in the order which they appearbut what if i made it search outward in terms of cost as well?gonna try it heres a better screenshot of the current system SSC Distension OwnerSSCU Trench Wars Developer3:JabJabJab> sometimes i feel like when im in this mood im like a productive form of CheeseDr Brain> Pretty much everything you said was wrong. Except where you called me a lazy jerk with no time. That was true.3:KrynetiX> do you ever open your web browser and type ?go google5:Ceiu> Wow. My colon decided that was a good time to evacuate itself.
Resol Posted December 21, 2011 Report Posted December 21, 2011 Cheese, as you know I am not much of a programmer, but I was just thinking... Is there a way you could use regions? What I mean is, around a section of tiles, create regions.. For example, create a horizontal wall region, a vertical wall region, and a corner wall region. And perhaps get more involved with stating the shortest path around object or wall, depending on what region they were in compared to where the target player is.
Cheese Posted December 21, 2011 Author Report Posted December 21, 2011 that would be trivially easy to do anyways, i figured out that i was calculating travel penalties incorrectlyi think i fixed it, and heres a picture as proof SSC Distension OwnerSSCU Trench Wars Developer3:JabJabJab> sometimes i feel like when im in this mood im like a productive form of CheeseDr Brain> Pretty much everything you said was wrong. Except where you called me a lazy jerk with no time. That was true.3:KrynetiX> do you ever open your web browser and type ?go google5:Ceiu> Wow. My colon decided that was a good time to evacuate itself.
Marioman Posted March 9, 2012 Report Posted March 9, 2012 (edited) A* works for path finding however i'm very curious how you instruct the bot to follow your path factoring in the ships inertia... Potential wells work but aren't path finding. I've tried to find a solution to this problem a couple years ago and the math was too difficult. Edited May 3, 2012 by Marioman a.k.a Weasal (dsb)
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