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AI for fighting games

Started by July 13, 2005 03:51 AM
7 comments, last by spencerholmes 19 years, 7 months ago
Hi I was reading about FSM and what its applications were. I came across a lot of fighting game architecture use FSM. I would like to know, what AI techniques are used to write the AI for a fighting game e.g. Mortal combat, Virtual fighter, etc ?
There are quite a few approaches used for fighting games. I have researched game AI recently. what i found was:

1. Dead wreckoning
2. FSM' or Heirarchical FSM'
3. Kung Fu Approach
4. Intentional mistakes

The book i read was called AI game programming Wisdom 2. It was very informative. Although i have seen a free ebook version on some torrent sites!

Hope this helps
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Quote:
Original post by spencerholmes
Although i have seen a free ebook version on some torrent sites!


[lol] that doesn't make it free, right?
i think FSM is the way to go for a fighting game. But the problem is its sheer states size which increases exponential with the number of states. i think the FSM model will become very complex in the long run. any suggessions on how to tackle this ? or such complexity is always assumed and dealt with as it comes ?
what is the Kung Fu approach?
--- krez ([email="krez_AT_optonline_DOT_net"]krez_AT_optonline_DOT_net[/email])
It is used in many fighting games where there are multiple opponents. It makes use of only two enemies attacking the human player at once. If you observe all the other npc' they will be doing other stuff such has reloading or moving from position to position.

it is thoroughly examined in AI game programming wisdom 2

Spencer
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Hierarchical finite-state machines encapsulate many states within one state. I would definitely read up on this as it is a sure fire way of producing realistic opponents at minimal computational and programming cost!

Spencer
Hierarchical finite-state machines increases and incapsulates the different states, but never reduces the number of total states. It is good for computation and state maintainence though. It gives you greater control even if you have a large FSM tree as in the case of fighting games.
Not really. For example 3 states:

Defence(blocking, hiding etc)
Walking(moving away, moving to, jumping)
Attacking(punching, kicking, shooting, headbutting etc)

within each of these states are encapsulated other states. On a whole you are only playing with three states.

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