Advertisement

AI in MMORPGs battle systems

Started by August 22, 2006 01:37 AM
9 comments, last by Timkin 18 years, 3 months ago
Quote: Original post by Steadtler
But Timkin, isnt that 2D world representation that the AI agents have one of the reason they seems do dumb?

No, I'd say the reason they are 'dumb' is because of poor designers not considering how to correctly map the game world into 2D while being faithful to its 3D intent. So, for example...

Quote: To stay in the pathfinding problem, Im reminded of MMORPG RPG agents completely ignoring that they can jump...


This can easily be managed if pathing nodes can be connected based on a jump. This is the designers job: add connections in the path graph associated with specific actions. These path transitions may have constraints (like being directed arcs) and may have different costs. The action set of the agent merely needs to include the action 'jump' (with appropriate pre-conditions, like correct facing to follow the path, etc). With an appropriate setup, the pathfinder can then consider these actions when searching for appropriate movement plans.

In my opinion, dumb AI is not the AI-programmers fault (usually), but rather the designers fault, since they create the constraints within which the AI algorithms must operate.

This topic is closed to new replies.

Advertisement