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Want to make a game engine AI at the center any suggestions?

Started by June 29, 2006 01:29 PM
15 comments, last by MidgardSerpent 18 years, 4 months ago
I must disagree. GAs and NNs have their uses, and are damned good at what they do, so long as you apply them correctly. NNs, for example, are especially good at pattern recognition.
Quote: Original post by Deyja
I must disagree. GAs and NNs have their uses, and are damned good at what they do, so long as you apply them correctly. NNs, for example, are especially good at pattern recognition.


Thats perfectly true, a properly designed neural network can do wonders.
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I dont want to hijack the thread, so I'll just stand by my advise: dont touch GA and NN until you are comfortable with operational research and numerical algorithms. There are few uses for regression in a FPS AI, and its probably not something one should put the center of its bot AI at. If anybody want to discuss the subject further, feel free to PM me.
I've mentioned it before, but if anyone has any questions about the Fear AI, feel free to ask me. I worked with/extended/debugged/optimized it for 2 years while work on Condemned. I take no credit for the architecture (that was all Jeff), but I am extremely familiar with it. :)
Quote: Original post by Steadtler
I dont want to hijack the thread, so I'll just stand by my advise: dont touch GA and NN until you are comfortable with operational research and numerical algorithms.


Thats right. You do need some upper level calculus and maybe a little Linear Algebra to understand and deploy NNs. Without those prereqs, u may find them rather confusing.

Quote: Original post by SmokingMan

Well, we recommend too, "Programming Game AI by Example", there is anothe call "Game AI engine programming"... I can't remember the author...

I the other hand... xEricx have right, in Game AI everything has their own application... however, pathfinding is a theme that we could try to develop something generic.

with smoke...
SmokingMan


I also highly recommend the "Programming Game AI by Example" by Matt Buckland, I purchased it recently and is excellent :)

Paul.
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"Programming Game AI by Example" by Matt Buckland is actually the textbook for the Artificial Intelligence in Game Design class at the Art Institute California - SF.

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