Will I be able to do this? (Squad AI, A*)
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!"
You're presently stuck with the problem of trying to design a game to demonstrate AI, but you have a limited knowledge of AI techniques appropriate to games. This is not intended as a criticism but rather just an observation of your current state. You have some idea of the technique you want to demonstrate, but I fear that the game idea you have chosen will be far too difficult to design, implement, tune and balance to be a meaningful demonstration of the AI technique (in this case squad-level planning and control of NPCs).
I would recommend that IF your aim is to learn and demonstrate some acquired knowledge of AI, that you first forget about the final game design. Think of a core problem first and understand the solution to it. Then, IF you feel it necessary to write a whole game around this core concept go ahead... but don't expect that it will be any more than a demonstrator of technology.
Regards,
Timkin
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!"
1) Write code for NPC's in a room. Maybe cops on one side, and criminals with hostage on the other. Randomize the cop/criminal/hostage position and have the cops act as well as they can based on this randomization. The room should just be a box with nothing but the npc's.
2) Add tables, and boxes walls to the room so that the AI needs basic pathfinding.
3) Add walls, make it so the cops don't know what is behind each wall. Using this you could even make a house.
4) Work on making everything smooth. Work on making more complex AI. Keep working on this step until you can't think of anything to make better.
5) Make a neighborhood with multiple instances of the rooms you made before, have 1 or so that already has criminals in it.
6) Make it dynamic.
7) Shoot for the sky.
So after 1 you have a demo that is pretty cool, and then every step after that is just icing on the cake (though I wouldn't consider it done until at least 3 or 4). I think you'll find that this will take a lot longer than you expect and this way you'll have something. You want some pretty good AI behavior in 1, but wait until 4 to do anything too crazy.
Good luck.