First Person Shooter - AI?
Hi there. I had couple of questions to ask here.
1) I just know that Counterstrike uses flocking concept. Is flocking is the one i saw in the internet - biods? A group of bird flying together. Hmm.. the CS bots don''t walk together right? Any help?
2) What other AIs normally use in First Person Shooter? I am looking for AI like seen in Halo 2. I heard in Halo2, the bad guy can be able to jump on your car, then on top of the car, it will try to drag and throw you out of the car? What is this? What are the AI so intelligent? I don''t believe it is just Finite State Machine. It is more than that?
3) I want to implement something real. I don''t want to set a bounding sphere on the bad guy. If the bad guy bounding sphere hit me, he will come to attack me. He will stop attacking me once i am out of his bounding sphere. Just say, if i am a bad guy and i really want to kill you. No matter where you go, i will hunt you down. Something like that.
Can anyone discuss this with me please?
Thanks.
Regards,
Chua Wen Ching
"Very new to games I think"
1) CounterStrike is multiplayer. There isn''t any AI in CS. If you are talking about CS bots, there are dozens out there so I can''t comment. Where did you hear that CS uses flocking?
2) This is a big simplification, but almost anything can be written as a finite state machine if you have enough states. Actions (like jumping in cars and dragging you ) are either explicitly programmed by a programmer, or are executed through a data driven systems. There isn''t much traditional AI there, just lots of coding to make it work. The AI comes in when deciding WHEN to jump on the car, etc. Game AI programming requires a lot of hard work which isn''t based in AI theory.
3) Then figure out how to do it. Maybe you have an attack state, and when the AI sees the player (is inside a cone from the AIs eyes out to a certain distance -- which you could do a dot product and radius check to determin), then you enter an attack state.
Perhaps if an AI is in an attack state and can no longer see the enemy, they enter a chase state and to go where they last saw them.
2) This is a big simplification, but almost anything can be written as a finite state machine if you have enough states. Actions (like jumping in cars and dragging you ) are either explicitly programmed by a programmer, or are executed through a data driven systems. There isn''t much traditional AI there, just lots of coding to make it work. The AI comes in when deciding WHEN to jump on the car, etc. Game AI programming requires a lot of hard work which isn''t based in AI theory.
3) Then figure out how to do it. Maybe you have an attack state, and when the AI sees the player (is inside a cone from the AIs eyes out to a certain distance -- which you could do a dot product and radius check to determin), then you enter an attack state.
Perhaps if an AI is in an attack state and can no longer see the enemy, they enter a chase state and to go where they last saw them.
September 21, 2003 06:27 AM
HALO2 Is extremely advanced, in AI and graphics...I dont think you are going to be creating any HALO 2 calibur AI''s.
September 21, 2003 06:47 AM
The newest version of counter-strike does have bots built in and I believe they use some form of flocking. However I have been out of the loop for a while so im not sure if the that verion is out yet?
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement