Half Life, Empire Earth
Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse
Brien Crean
http://www.extremetech.com/print_article/0,3998,a=25462,00.asp
It''s not half-life specific, but might give you a hand
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Dave Mark - President and Lead Designer
Intrinsic Algorithm - "Reducing the world to mathematical equations!"
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
Also thanks to InnocuousFox I now have AI Wisdom its a great book but there is a few things I would like to know more about the architecture of an RTS game although.
Would you guys reckon its right to say that the AI for the Adventure game genre is similar to the AI for the FPS genre apart from the large amount of ''friendly'' interaction with NPC''s and more detailed storyline
Brien Crean
Seriously - the articles in AI Wisdom cover a large part of the design of the AI in Empire Earth. Afraid you won''t find much info on the use of GAs or ANNs - we didn''t use ''em. Most of our AI work was decision trees and expert systems, coupled with much randomness and anything else we could do to enable emergent behavior.
Bob Scott
I wasnt looking for how ANNs or GAs were implemented in EE cause I figured they werent as all RTS games I know of have little Machine Learning In them and its generally statistical. My theses is about trying to find places where they might be useful in an RTS. I didnt know Decision trees were used in EE though, thats interesting. If you could point me in the direction of some good online info i would be very grateful. Thanks again
Brien Crean
The combat component was actually written by the other AI guy here at SSSI - Dan Higgins. He had a couple of articles in the book as well, but they dealt with pathfinding optimizations.
Combat in EE was very much a micromanaged thing. Units were grouped and subgrouped, usually by ability (ranged, melee, special) and individual units were given orders to engage individual enemies based on how well they would fare against them. Of course much randomness was thrown in, especially at lower difficulty levels.
We did code a handful of particular tactical situations, but a lot of what you see in the game that might look like it are actually just random behaviors. It''s quite fun listening to someone describe the AI doing something that you know wasn''t actually programmed...
As far as web sites with decision tree information, you''d do as well as I could with google - I don''t have any favorites for that...
Bob
quote:
It''s quite fun listening to someone describe the AI doing something that you know wasn''t actually programmed...
Damnit Bob! Stop bringing that up in public! Oh... uh... never mind. Uh... he was talking about... uh... my brother! Yeah, my brother just makes a fool of himself! After all... I''m an AI designer/programmer. I know random behavior when I see it, right? Yeah... it was my brother who said the stupid stuff... yeah... moron. Heh...
Dave Mark - President and Lead Designer
Intrinsic Algorithm - "Reducing the world to mathematical equations!"
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"